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NIGHTCAP

Large fey, True Neutral

Armor Class 16 (natural armor)


Hit Points 95 (10d10 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +3


Senses Darkvision 120 ft., passive Perception 13
Languages Sylvan
Challenge 4 (1,100 XP) Proficiency Bonus +2

Ethereal Traveler. The nightcap can see and attack creatures that are currently in the Plane
of Faerie from the ethereal realm.

Night Cap. The space within 5 feet of the nightcap, including the space it occupies, is in dim
light, regardless of if a source of light, magical or otherwise, is brought into the space.

Full of Spores. A creature that touches the nightcap or hits it with a melee attack while within
5 feet of it takes 7 (2d6) poison damage.

ACTIONS
Multiattack. The nightcap makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage.

Ethereal Jump. The nightcap shifts into the Ethereal Realm. It can’t be seen, heard or
targeted from the Plane of Faerie, but it’s able to see, hear, and target creatures in the Plane
of Faerie.

Spore Bomb (recharge 5-6). The nightcap shakes its cap, liberating noxious spores. All
creatures within 5 feet of the nightcap must succeed on a DC 13 Constitution saving throw or
take 2d6 poison damage and be poisoned for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success.

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