Stingwing
Tiny beast
Armour Class 13
Hit Points 25 (10d4)
Speed 15 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Peception 10
Languages none
Challenge 1/2 (100 XP)
Compound Eyes and Keen Sense of Smell. The stingwing has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Erratic Flight. The stingwing flies wildly, and is difficult to hit. The stingwing reduces the damage of any attack against it by 3 (but not damage from an area effect such as a weapon’s burst fire).
Flyby. The stingwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Sting. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage and 3 (1d6) poison damage. The target must make a DC 10 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Stingwing Darter
Tiny beast
Armour Class 13
Hit Points 37 (15d4)
Speed 15 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 11 (+0) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Peception 10
Languages none
Challenge 2 (450 XP)
Compound Eyes and Keen Sense of Smell. The stingwing has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Erratic Flight. The stingwing flies wildly, and is difficult to hit. The stingwing reduces the damage of any attack against it by 3 (but not damage from an area effect such as a weapon’s burst fire).
Flyby. The stingwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Multiattack. The stingwing makes two attacks with its sting.
Sting. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage and 3 (1d6) poison damage. The target must make a DC 10 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Stingwing Skimmer
Tiny beast
Armour Class 13
Hit Points 63 (18d4+18)
Speed 15 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 11 (+0) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Peception 10
Languages none
Challenge 4 (1,100 XP)
Compound Eyes and Keen Sense of Smell. The stingwing has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Erratic Flight. The stingwing flies wildly, and is difficult to hit. The stingwing reduces the damage of any attack against it by 3 (but not damage from an area effect such as a weapon’s burst fire).
Flyby. The stingwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Multiattack. The stingwing makes three attacks with its sting.
Sting. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage and 4 (1d8) poison damage. The target must make a DC 12 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Glowing Stingwing
Tiny beast
Armour Class 13
Hit Points 81 (18d4+36)
Speed 15 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 14 (+2) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Peception 10
Languages none
Challenge 5 (1,800 XP)
Compound Eyes and Keen Sense of Smell. The stingwing has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Erratic Flight. The stingwing flies wildly, and is difficult to hit. The stingwing reduces the damage of any attack against it by 3 (but not damage from an area effect such as a weapon’s burst fire).
Flyby. The stingwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Radioactive Aura. A creature that begins its turn within 10 feet of the glowing stingwing takes 6 (1d12) radiation damage.
Radioactive Glow. The glowing stingwing sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Multiattack. The stingwing makes three attacks with its sting.
Sting. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, 4 (1d8) radiation damage, and 4 (1d8) poison damage. The target must make a DC 12 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Stingwing Chaser
Tiny beast
Armour Class 13
Hit Points 98 (28d4+28)
Speed 15 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Peception 10
Languages none
Challenge 6 (2,300 XP)
Compound Eyes and Keen Sense of Smell. The stingwing has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Erratic Flight. The stingwing flies wildly, and is difficult to hit. The stingwing reduces the damage of any attack against it by 3 (but not damage from an area effect such as a weapon’s burst fire).
Flyby. The stingwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Multiattack. The stingwing makes four attacks with its sting.
Sting. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage and 4 (1d8) poison damage. The target must make a DC 13 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.