Deryck the Owl

Deryck Tiny beast, neutral good Armor Class 11

11 Hit Points 1(1d4 - 1)

1(1d4 - 1) Speed 5ft., fly 60 ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 12 (+1) Skills Perception +3, Persuasion +3, Stealth +3

Perception +3, Persuasion +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13

darkvision 120 ft., passive Perception 13 Challenge 0 (10 XP) Adorable. Deryck has advantage on Charisma (Persuasion) checks on creatures that can see it.

Flyby. Deryck doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. Deryck has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Skittish. Deryck has disadvantage on Saving Throws against being Frightened.

Actions Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Panic. As a single action, Deryck can take the Dash and Hide actions.

'Go for the eyes!'. Deryck may choose to attempt to claw at an enemy's eyes, rendering them blind. Deryck makes a Talons attack with disadvantage. On a hit, the target takes damage as normal and is considered Blinded until the end of Deryck's next turn.

Customisation Through intricate crafting work, Deryck can receive the following upgrades. These are only the beginning: the world of aviary outfitting is broad and promising. Aviary Armour. Small metal plates make up this minimal set of armour, which gives Deryck +2 to his AC.

Flippers. Through the crafting of intricate cloth flippers reinforced with leather, Deryck gains a swimming speed of 20 ft.

Magic Hat. A small but expensive wizard's hat is crafted for Deryck. He gains the ability to cast two cantrips from the Wizard spell list.

For these cantrips, his spell attack bonus is +2 and his spell save DC is 10.