Tiny Celestial, Chaotic Good
AC 15 Natural Armor    Initiative +3 (13)
HP 54 (12d4 + 24)
Speed 20 ft., Burrow 10 ft., Climb 10 ft.
Mod Save
STR 6 −2 −2
DEX 17 +3 +7
CON 14 +2 +2
Mod Save
INT 13 +1 +1
WIS 18 +4 +8
CHA 14 +2 +2
Skills Insight +8, Perception +8, Stealth +7
Resistances Radiant
Senses Truesight 10 ft.; Passive Perception 18
Languages Telepathy 10 ft.
CR 12 (XP 8,400; PB +4)
Traits

Dreamality. Once per 4 hours as a bonus action, you can attempt to rouse the Vulpecula from sleep for one minute. Vulpecula makes DC 14 CON check. It awakens if it passes, and then rolls on the Dreamality table to determine the type of dream it was having and how it manifests (DM rolls this table). At the end of each minute, the Vulpecula goes back to sleep unless motivated to make a DC 18 CON check. The surroundings of the Vulpecula may affect it and influence its dreams or even trigger this effect at DM's discretion. Uses- Prof bonus halved/round down per long rest. Awakened- You may now choose to affect one aspect of the manifestation; choose the number rolled on either the d6, d8, or d10.

Dream Phase. While asleep every 8 hours, roll a D20. On 6-11, it sleeps but casts Arcane Mirage. On 1-5, it disappears into the Astral Plane or another plane. It returns after 1d4*2 hours. Upon its return roll a d10; on a (1) the Dreamality effect occurs, and on a (10) Arcane Mirage occurs. DM performs the rolls for this trait.

Actions

Searing Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing plus 2d4 radiant damage.

 

Bonus Actions

Flicker. Teleports to a space it can see within 15ft. Does not provoke opportunity attacks.

Dream Ripple. One target, 30ft. WIS save 15 or disadvantage on next attack roll before end of next turn.

Reactions

Phase Slip. When taking damage, can reduce damage by 1d8 + DEX, or briefly shifts into another plane until the end of its next turn.

Description

Hit Points- Has number of d4 hit die equal to level/CR. Gains 4 hit points at level up.

SeanCJ

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