Part 4 · Monsters & Creatures
Fleefeather
The Fleefeather is a noble Demacian bird of prey descended from the imposing Raptors that symbolize the region. Because of this, these small beasts have a unique ferocity and courage, making them incomparable companions in combat when properly trained.
Fleefeather Statblocks
Fleefeather
Beast, Small
- Senses
- Keen Vision. Passive perception 10
- Speed
- 20 feet of walking, 60 feet of flying
- Skills
- Athletics +3, Stealth +4
- Languages
- Sylvan
Defenses
Saving Throws: Strength +3
Characteristics
Fearless. The Fleefeather has advantage on checks and saving throws made to resist the Frightened condition.
Flyby. The Fleefeather doesn't provoke opportunity attacks when it flies out of an opponent's reach.
Keen Vision. The Fleefeather has advantage on Perception checks that rely on sight.
Attacks
Peck. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 3 (1d4+1) Piercing damage.
Claws. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 4 (1d6+1) Slashing damage.
Runes
Runic Pulse: Agate Pulse (1d4 Slashing)
Giant Fleefeather
Beast, Huge
- Senses
- Keen Vision. Passive perception 11
- Speed
- 20 feet of walking and 80 feet of flying
- Skills
- Athletics +5, Stealth +0
- Languages
- Sylvan
Defenses
Saving Throws: Strength +5
Characteristics
Fearless. The Giant Fleefeather has advantage on checks and saving throws made to resist the Frightened condition.
Flyby. The Giant Fleefeather doesn't provoke opportunity attacks when it flies out of an opponent's reach.
Keen Vision. The Giant Fleefeather has advantage on Perception checks that rely on sight.
Attacks
Peck. Melee Natural Weapon Attack, +4 to hit, 10 ft. reach, one target. On a hit, deals 8 (2d6+2) Piercing damage.
Claws. Melee Natural Weapon Attack, +5 to hit, 10 ft. reach, one target. On a hit, deals 11 (2d8+3) Slashing damage.
Epic Actions
The Giant Fleefeather has 2 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Giant Fleefeather's turn, the number of charges returns to 2
The Giant Fleefeather can take an action and restore its reaction (if spent)
The Giant Fleefeather can spend all or the rest of its movement
The Giant Fleefeather can repeat a saving throw against an effect affecting it
Cost. When the Giant Fleefeather repeats its saving throw this way, it loses 1 hit point.
Runes
Runic Pulse: Agate Pulse (1d4 Slashing)
Runes: Wind Spirit, 1 use.
