Large Fey, Lawful Evil
Armor Class 19 Natural Armor
Hit Points 186 (12d10 + 88)
Speed 35 ft., Climb 50 ft., Fly 25 ft.
STR
13 (+1)
DEX
18 (+4)
CON
26 (+8)
INT
15 (+2)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws DEX +9, WIS +10
Damage Vulnerabilities Acid
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Darkvision 120 ft, Tremorsense 60 ft, Passive Perception 16
Languages Primordial, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Primal Spirit. As a bonus action, the bone faerie can get down on its hands and feet, doubling both its walking and climbing speed. While in this form, the bone faerie has advantage on Perception checks that rely on sense of smell, and grapple checks.
If the bone faerie uses its full movement to charge a creature for attack, the targeted creature must make a DC 13 Wisdom saving throw, or else become frightened of the bone faerie until the end of their next turn.
The bone faerie can not use the innate spellcating ability while in this form.
As a bonus action, the bone faerie can choose to stand back up, on its turn. 

Innate Spellcasting. The bone faerie is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The bone faerie has following spells prepared:
Cantrips (at will): Chill Touch, Encode Thoughts, Toll the Dead
1st level (6 slots): Arms of Hadar, Cause Fear, Hex, Sleep, Darkness 
2nd level (6 slots): Invisibility, Mirror Image, Ray of Enfeeblement
3rd level (4 slots): Counterspell, Dispel Magic, Fear, Vampiric Touch
4th level (4 slots): Evard's Black Tentacles, Confusion, Locate Creature
5th level (3 slots): Cloudkill, Dominate Person, Geas

Bone Thief. If targeting a sleeping or unconscious creature, the bone faerie can remove a bone from the creature, DC 13 Sleight of Hand check. Removal of a creature's bones will cause one of the following effects, depending on the body part the bone was removed from:
- Legs: Movement speed is halved and the creature has disadvantage on Dexterity checks and saving throws.
- Arms: The creature can not wield two-handed weapons or duel wield, and it has disadvantage on Strength checks and saving throws
- Mouth: The creature can not speak or cast spells with a verbal component.
The effects of this ability last for 2d4 days, or until the creature can have the stolen bones replaced or regenerated.
This ability does not affect constructs, oozes, or creatures without bones.

Actions

Multiattack. The bone faerie makes two attacks, one with its claws and one with its bite.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. 

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) piercing damage. 

Reactions

Ghastly Awakening. If a target of the bone thief ability, or an ally of the creature wakes up or attacks the bone faerie, after the bone thief ability has been used, but before the start of the bone faeries next turn, the bone faerie can use its reaction to impose disadvantage on the attack, and force the creature to make a DC 13 Wisdom saving throw, or else become frightened until the end of the creatures next turn.

Monster Tags: Hagfey

Habitat: ForestGrasslandHillSwampUnderdarkUrban

MrNerdy

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