Tipsy

The Griffon's Saddlebag: Book Two p. 362 (Third Party)

Tamaño
Diminuto
Tipo
fey
Alineamiento
caótico neutral
CA
14
Puntos de golpe
3 (1d4+1)
Velocidad
walk 10 ft., fly 30 ft.
Habilidades
Insight +4, Persuasion +7, Stealth +6
Inmunidad a estados
charmed, drunkenness
Percepción pasiva
12
Idiomas
Common, Sylvan
Desafío
1/4
FUE
2
−4
DES
18
+4
CON
13
+1
INT
11
+0
SAB
14
+2
CAR
17
+3

Rasgos

Proficiency Bonus

+2

Drunken Confessions

Each creature within 15 feet of the tipsy that has two or more levels of drunkenness (as per the Drunkenness rules from page 274 of The Griffon's Saddlebag Book 2) is under the effect of a zone of truth spell. Whenever an affected creature tells the truth as a result of this effect, it must succeed on a DC 13 Charisma saving throw or also be compelled to share a true feeling it has about one or more of the creatures to whom it's speaking.

Innate Spellcasting

The pixie's Innate Spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.

  • At will: Message, prestidigitation
  • 1/day each: Detect thoughts, entrall, silent image, suggestion

Magic Resistance

The tipsy has advantage on saving throws against spell and other magical effects.

Acciones

Charm

One humanoid the tipsy can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed. If the charmed creature is under the effect of a zone of truth spell, it isn't aware of the spell and thus won't intentionally avoid answering questions to which it would normally respond with a lie. Each time the tipsy or its allies ask the target a question, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for 1 hour or until the tipsy dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If the target successfully saves against the effect or the effect on it ends, the target is immune to this tipsy's Charm for the next 24 hours. The tipsy can have no more than three creatures charmed at a time.

Invisibility

The tipsy magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the tipsy wears or carried is invisible with it. Creatures with two or more levels of drunkenness are unaffected by this effect and can see the tipsy as if it wasn't invisible.

Conjuros

Message, Prestidigitation, Detect Thoughts, Entrall, Silent Image, Suggestion

Otros datos

description

Most fey on the Material Plane take abundant joy in the manipulation of mortals and instigation of drama, but the tipsy in particular delights in the chaos of drunken romance. These small, pastel-colored fey flutter around bars to cause mischief. The tipsy can use its subtle magic to encourage confession of true feelings and impulsive action, whether they are long-repressed or new temptations. Invisible to sober patrons, they whisper sweet nothings and bold encouragement as necessary, then watch the scene unfold. Softened by inebriation, individuals find themselves unwitting participants, unable to smother the truth any longer.