Heggarna
Tiny Aberration, neutral evil (CR 1)Armor Class 16 natural armor
Hit Points 40 (9d4+18)
Speed 20 ft., climb 20 ft.
7 (-2)
16 (+3)
14 (+2)
12 (+1)
13 (+1)
16 (+3)
Skills perception 3, stealth 5
Senses darkvision 60 ft., passive Perception 13
Languages Deep Speech, telepathy 30 ft.
Challenge Rating 1
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) psychic damage.
Dream Rift (Recharge 5-6).
The heggarna unleashes a barrage of psychic energy in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and is incapacitated until the end of its next turn as it is bombarded with nightmarish images. On a success, a creature takes half the damage and isnât incapacitated.
Illusory Appearance.
The heggarna covers itself with a magical illusion that makes it look like a Tiny cat. The illusion ends if the heggarna takes a bonus action to end it or if the heggarna dies. The illusion ends immediately if the heggarna attacks or takes damage, but it doesnât end when the heggarna uses Dream Eating.
The changes wrought by this effect fail to hold up to physical inspection. For example, the heggarna could appear to have fur, but someone touching it would feel its slippery flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the heggarna is disguised.
sizeTiny
typeAberration
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception3
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr1
reactions
legendary_desc
legendary_actions
special_abilitiesname: Cat Sneak,desc: While in dim light or darkness, the heggarna has advantage on Dexterity (Stealth) checks made to hide. It can use this trait only while it is disguised as a cat.,name: Dream Eating,desc: As a bonus action, the heggarna can attach its lamprey-like maw to a sleeping creature. The targetâs Charisma score is reduced by 1d4 when the heggarna first attaches to it. The targetâs Charisma score is then reduced by 1 for each hour the heggarna stays attached. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a long rest at least 24 hours after the heggarna reduced its Charisma. While attached, the heggarna fills the targetâs dreams with nightmares. The target must succeed on a DC 13 Wisdom saving throw or it doesnât gain any benefit from its current rest. If the target succeeds on the saving throw by 5 or more, it immediately awakens. The heggarna can detach itself by spending 5 feet of its movement. It does so after it reduces the targetâs Charisma by 8 or if the target dies.
spell_list
page_no196
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 196