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Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Teg CR: 1

Medium fey (shapechanger), neutral evil
Armor Class: 13 (Natural Armor)
Hit Points: 20 (3d8 + 6)
Speed: 30 ft

STR

15 +2

DEX

15 +2

CON

14 +2

INT

13 +1

WIS

17 +3

CHA

11 +0

Saving Throws: Constitution +4, Wisdom +5
Skills: Animal Handling +5, Insight +5, Nature +3, Perception +5, Stealth +6, Survival +5
Damage Resistances: Bludgeoning, Piercing, & Slashing from nonmagical weapons not made of cold iron or gold.
Damage Immunities: Cold
Condition Immunities: Charmed
Senses: Darkvision 120', Passive Perception 15
Languages: Sylvan
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Spellcasting. The teg is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The teg has the following druid spells prepared:

  • Cantrips (at will): Druidcraft, Primal Savagery
  • 1st-Level (3 slots): Animal Friendship, Beast Bond, Faerie Fire, Fog Cloud, Speak with Animals (ritual)


  • Shapechanger. The teg can use its action to polymorph into a fox, or back into its true form, which is fey. The teg takes the statistics of its new fox form except for its type, alignment, hit points, and the ability scores for Intelligence, Wisdom, and Charisma. Any equipment it is wearing or carrying melds into the fox form. It reverts to its true form if it dies.

    Lucky. If the teg rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.

    Sunlight Hypersensitivity. The teg takes 5 (1d4) radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

    Actions

    Claws. Melee Weapon Attack: +4 to hit, 5' reach, one target. Hit: 7 (2d4 + 2) slashing damage.

    Bite. Melee Weapon Attack: +4 to hit, 5' reach, one target. Hit: 4 (1d4 + 2) piercing damage.

    Howl of Confusion (1/Day). The teg unleashes a blood curdling howl that befuddles the mind. All creatures within a 50' radius of the teg fall must succeed on a DC 13 Wisdom saving throw or suffer the effects of the Confusion spell for 1 minute. A creature can repeat the saving throw at the end of its turn to end the effects early.

    Suggested Environments

    Forest, Hills, Mountains, Subterranean


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