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Actias Luna

Actias Luna

Tiny Elemental, Neutral Pest
AC: 37 (NA), HP: 37
Speed: 10', Fly: 80' (Hover)

Str: 14 (+2), Dex: 24 (+7), Con: 20 (+5), Int: 18 (+4), Wis: 8 (-1), Char: 20 (+5)
ST: Dex: +12, Int: +9
Skills: Perception: +4, Acrobatics: +12, Arcana: +9, Deception: +10, Stealth: +12, Survival: +4
Dmg Resistance: Fire
Dmg Immunities: Lightning
Condition Immunities: Defened, Stunned
Senses: Darkvision: 60', Tremore Sense: 120', PP: 14
Languages: Common, Draconic, Sylvan
Challenge: 13 (10,000 XP)
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SPECIAL TRAITS
Flyby: The Luna doesn't provoke opportunity attacks when it flies in and out of a creatures range.
Heightened Senses: The Luna has advantage on Perception checks, that rely on hearing and scent. The Luna also can sense invisible creatures through the vibrations of the air aroun dit, through it's feelers and wings.
Natural Form: The Luna has ironwood bark as it's flesh, something that allows it to be far more durable than it's nocturnal sibling the Nox. This hide also allows for the Luna to naturally blend into the trees around it, giving it a natural defense.
This defense gives it advantage on Deception checks to look like it's apart of the trees. The Luna can also generate a natural charge of electricity, which give it a natural afinitiy for finding North. It's the way finder of the forests, always aware of where North is and if a storm is on its way.
Lighting Glow: The Luna gives off a soft glow of 10' that casts a dim light. This light gets stronger with the lighting the Luna absorbs, up to a max of 30'. This light causes invisible creatures to have disadvantage on Stealth.
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ACTIONS
Claw: Melee Weapon Attack: +7 to hit, 5' reach, one target. Hit: 1d4 slashing dmg.
Crackle: The Luna causes a burst of lightning from it's own body. All those within a 120' of the Luna must make a Dex ST DC=18 or suffer blindness until the end of their next turn. They also take 13d8 lighting dmg on a fail and half of that on a success.
Echoing Breath: The Luna has a breath weapon which is a 30' line & 5' wide. Each creature in that line must make a DC 20 Con ST, taking 13d6 force dmg. All creatures in the path have disadvantage in concentration on spell, they must make a concentration check regardless if they fail or make the Con save.

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