Inari
Inari
STR
10 +0
DEX
17 +3
CON
10 +0
INT
14 +2
WIS
14 +2
CHA
15 +2
Flyby. Inari doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Heart Sight. Inari touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, Inari also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4+2 slashing damage. Fire spit. You spit a molt of fire at a creature or object within range:+6 to hit, reach 25ft., one target. Hit:2d6+3 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.