{"name":"Feyr","challenge_rating":"5","xp":"1800","types":"Aberration","pb":"+3","size":"Large","sizer":"NONE","languages":"","alignment":"Chaotic Evil","description":"A feyr (pronounced \u201cfear\u201d) is a tentacled horror that feeds quietly on strong emotions. To minimize the chance of harm to itself, it prefers to devour the nightmares of other creatures while they sleep.\r\n[in]Feyrs shun bright light but aren\u2019t harmed by it. Consequently, they are as much at home in the void of Wildspace as they are in dark alleys and dungeons. A feyr that comes across a spelljamming ship tries to enter the ship\u2019s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.[\/in]","suggested_environments":"","armor_class":"16 (natural armor)","hit_points":"88","strength":"16","dexterity":"16","constitution":"11","intelligence":"14","wisdom":"14","charisma":"11","base_movement_units":"","base_movement_in_ft":"","fly_movement_in_ft":"50","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","can_hover":"1","senses":"[tooltip:If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.]Darkvision[\/tooltip] 120ft., Passive Perception 15","skills":"Perception +5, Stealth +9","saving_throws":"INT +5, WIS +5","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"Frightened","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Unusual Nature[\/b]. The feyr doesn't require air.","actions":"[b]Multiattack[\/b]. The feyr makes one Frightful Bite attack and one Tentacle attack.\r\n\r\n[b]Frightful Bite[\/b]. [i]Melee Weapon Attack[\/i]: +6 to hit, reach 5 ft., one creature. [i]Hit[\/i]: 8 (1d10 + 3) piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be [tooltip:While you have the Frightened condition, you experience the following effects: Ability Checks and Attacks Affected (You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.), Can\u2019t Approach (You can\u2019t willingly move closer to the source of fear.)]frightened[\/tooltip] of the feyr until the end of the feyr\u2019s next turn.\r\n\r\n[b]Tentacle[\/b]. [i]Melee Weapon Attack[\/i]: +6 to hit, reach 10 ft., one creature. [i]Hit[\/i]: 17 (4d6 + 3) psychic damage, and the target is [tooltip:While you have the Grappled condition, you experience the following effects: Speed 0 (Your Speed is 0 and can\u2019t increase.), Attacks Affected (You have Disadvantage on attack rolls against any target other than the grappler.), Movable (The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.)]grappled[\/tooltip] (escape DC 13). Until this grapple ends, the feyr can\u2019t use this tentacle against other targets. The feyr has two tentacles, each of which can grapple one creature.\r\n\r\n[b]Invisibility[\/b]. The feyr becomes [tooltip:While you have the Invisible condition, you experience the following effects: Surprise (If you\u2019re Invisible when you roll Initiative, you have Advantage on the roll.), Concealed (You aren\u2019t affected by any effect that requires its target to be seen unless the effect\u2019s creator can somehow see you. Any equipment you are wearing or carrying is also concealed.), Attacks Affected (Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don\u2019t gain this benefit against that creature.)]invisible[\/tooltip] until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.\r\n\r\n[b]Nightmare Fuel[\/b] (1\/Day). The feyr targets one unconscious creature it can see within 10 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or take 27 (5d10) psychic damage, and the feyr gains temporary hit points equal to the damage dealt.","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6678001","source":"Spelljammer: Adventures in Space","tags":"","templateId":"2991","blockId":"1554824","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"31402","isShared":"on"}