| Mod | Save | ||
|---|---|---|---|
| STR | 3 | −4 | −4 |
| DEX | 13 | +1 | +1 |
| CON | 8 | −1 | −1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Flyby. Ducky doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.
Familiar. Ducky follows the rules of Find Familiar except as described here. It uses Owl statistics and retains Flyby, but has no skill proficiencies or special senses (it retains ordinary vision). Ducky shares its summoner's initiative and turn, allowing movement and interactions to be interleaved. It can Dash, Disengage, Dodge, Hide, or Distract, but cannot Attack or Help.
Tea Courier. Ducky can carry one magical tea. Its summoner can give it tea using their object interaction. Ducky can give the tea to a willing creature within reach using its own object interaction, without activating the tea, even while Dashing or Distracting. The tea is destroyed if Ducky becomes Incapacitated while carrying it. Before being voluntarily dismissed, Ducky must hand off or set down the tea.
Distract. Choose a creature whose space Ducky passed through this turn or one adjacent to Ducky when it finishes moving. Ducky can pass through creatures' spaces regardless of size, but cannot end its movement there and need not remain adjacent. The target subtracts 1d4 from its next saving throw before Ducky's next turn.
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