Psybird

The Griffon's Saddlebag: Book Two p. 367 (Third Party)

Size
Small
Type
monstrosity
Alignment
unaligned
AC
12
Hit Points
31 (7d8)
Speed
walk 10 ft., fly 60 ft.
Resistances
psychic
Condition Immunities
charmed
Senses
Telepathy 60 ft.
Passive Perception
13
Challenge
1/2
STR
6
−2
DEX
14
+2
CON
10
+0
INT
4
−3
WIS
16
+3
CHA
8
−1

Traits

Proficiency Bonus

+2

Flyby

The psybird doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Limited Telepathy

The psybird doesn't understand any languages, but can communicate telepathically with other creatures it chooses within its telepathy range. This telepathy can convey emotions or fleeting sensory memories, such as faint echoes of sounds it has heard, or flashes of images it has seen.

Actions

Beak

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

Hypnotizing Plumage (Recharge 6)

The psybird attempts to vex nearby creatures with its psionic calls and dazzling plumage. Each creature within 30 feet of the psybird that can see or hear it must succeed on a DC 13 Wisdom saving throw or become charmed by the psybird for 10 minutes. When a creature becomes charmed by this effect, apply one of the effects below at random for as long as the creature remains charmed.

Hypnotyzing Plumage:

d4Hypnotizing Plumage
1Hazy Sight. The creature is unable to see with any definition further than 10 feet from itself. The affected creature is considered to be blinded to any creature or object further than 10 feet from itself, as they appear to it only as blurry, amorphous blobs of color.
2Confusion. The creature suffers the effects of the confusion spell, though the psybird doesn't need to maintain concentration on it. The affected creature can repeat its save at the end of each of its turns, ending the charm on itself on a success.
3Stupefaction. The creature suffers disadvantage on all attack rolls and ability checks it makes that use either Intelligence, Wisdom, or Charisma. The creature also temporarily forgets any languages it knows except for the one it has known the longest.
4Dizziness. Any turn in combat during which the creature uses more than half of its movement speed, it must succeed on a DC 13 Wisdom saving throw or fall prone. Each time this happens, the creature can repeat its save, ending the effect on a success.

recharge

D6

Other data

description

When a grymclover forest mutates birds, they usually mutate into psybirds. These avian monstrosities grow remarkable and varied plumage, which they use to hypnotize their prey after luring them in with telepathic cries of pain and suffering. Individual psybirds will sometimes flock together in small groups (called nightmares), but scholars suspect that if enough were to ever band together as a larger, permanent flock, the resulting carnage would be devastating.