Espeon (5e Creature)

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Espeon

Small elemental, any alignment


Armor Class 14
Hit Points 104 (19d6 + 38)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 15 (+2) 21 (+5) 14 (+2)

Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, understands Common but cannot speak it, telepathy 60 ft.
Challenge 6 (2,300 XP)


Psychic Body. Whenever the espeon is subjected to psychic damage, it takes no damage, and instead, one creature of the espeon's choice within 10 feet of the espeon takes that damage instead.

Innate Spellcasting. The espeon's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:

1/day: daylight, light

ACTIONS

Psyshock. Ranged Spell Attack: +8 to hit, range 5 ft., one target. Hit: 38 (6d10 + 5) psychic damage.

REACTIONS

Power Swap. In response to being hit by an attack that has advantage, the espeon can force the attacker to reroll the attack without advantage. The next attack the espeon makes has advantage.

Espeon appear to be elementals manifested out of pure psychic energy. They draw their power from the sun and are weakest at night, but can use the sun during the day to increase their power. They are one of the possible products of an evolved eevee.


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