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Sunsnacker
LARGE FEY

Armor Class: 13

Initiative: +0 (10)

Hit Points: 51

Speed: 30 ft.

Challenge: 1/8 (+5)
    MOD SAVE
STR 14 +2 +2
DEX 10 +0 +0
CON 16 +3 +3
    MOD SAVE
INT 7 -2 -2
WIS 11 +0 +0
CHA 14 +2 +2

Skills: Intimidation +8

Resistances: fire, radiant


Traits

Hungry. Whenever the sunsnacker first detects the presence of sweet food that isn’t being worn or carried, it must succeed on a DC 11 Wisdom saving throw or get distracted. While distracted, it spends its movement and actions trying to get close to the food and eat it. A distracted sunsnacker repeats the saving throw at the end of each of its turns, ending the effect on a success and becoming immune to the allure of that source of food for the next 24 hours.

Keen Smell. The sunsnacker has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The sunsnacker makes two Beak attacks.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) piercing damage

Light. The sunsnacker creates a glowing orb that hovers in the air within 5 feet of it for the next minute, moving with it. The orb sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Solar Beam (Once per long rest). Dexterity Saving Throw: DC 17, each creature in a 5-foot-wide, 30-foot-long line. Failure: 31 (9d6) Radiant damage. Success: half damage.

Eye Tyrant. While in dim light or darkness, the sunsnacker can cause its featherfronds to grow luminous and dance, appearing like a floating eye monster. Each creature within 150 feet of the sunsnacker that can see the sunsnacker but that doesn’t know that it isn’t an eye monster must succeed on a DC 16 Wisdom saving throw or become frightened of the sunsnacker for 1 hour. A creature frightened in this way must use all its movement to move away from the sunsnacker. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this sunsnacker’s Eye Tyrant action for the next 24 hours. The sunsnacker can lower its featherfronds as a bonus action, causing it to cease being luminous and no longer appear like a floating eye monster.
The effect ends early on a creature if the owlbear ceases appearing like a floating eye monster, or if the creature perceives the sunsnacker’s true form (for example, if the sunsnacker becomes brightly lit).


Bonus Actions

Sunstep. When the sunsnacker is in bright sunlight, it can teleport up to 30 feet to an unoccupied space it can see that is also in bright sunlight.


Reactions

Suneater. Whenever the sunsnacker would take radiant damage, it can use its reaction to instead take no damage, metabolising the energy and regaining a number of hit points equal to the damage it would have taken after taking into account its resistance to radiant damage. It can use this reaction a number of times equal to its Constitution modifier (minimum of once) and regains all expended uses when its tamer finishes a long rest.


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