Furby

Furbies, also known as Astral Whisperers or Somnic Terrors, are natives to the plane of dreams that feed on fear and nightmares. They manifest as tiny owl-like creatures with glowing eyes.

## Furby

*Tiny Aberration, Neutral Evil*

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AC: 15

HP: 226 (21d8+21)

Speed: 10 feet, fly 30 ft.

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STR DEX CON INT WIS CHA

4 21 13 30 24 28

-3 +5 +1 +10 +7 +9

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**Saving Throws:** Intelligence (+17), Charisma (+13)

**Skills:** Perception (+14), Insight (+14)

**Damage Immunities:** Pychic, Necrotic, Poison; slashing, piercing, and bludgeoning from non-magical weapons.

**Damage Resistances:** Force; slashing, piercing, and bludgeoning from magical weapons.

**Damage Vulnerabilities:** Lightning

**Condition Immunities:** Paralyzed, Restrained, Grappled, Petrified, Blinded, Stunned, Prone, Deafened

**Senses:** Blindsense 1,000 ft., truesight, passive perception 24

**Languages:** Quori, any language known by a creature within 1,000 feet of it.

**Challenge:** 23

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ACTIONS:

**Multiattack:** The Furby casts a spell and uses its Mind Blast, and uses one of its abilities, if available.

**Mind Blast:** The Furby forces its way into the mind of a creature within 120 feet. The target must make a wisdom save (DC 25) or take 1d4 points psychic damage, have their intelligence score reduced by the same amount, and be frightened of the Furby.

**Phantasmal Doubles (Recharge 6):** The Furby produces 1d4+2 illusory duplicates of itself that appear at random points within 60 feet. When it uses this ability, it may choose to teleport up to 60 feet. Each of these doubles may move on its turn and use it's Mind Blast ability. When a double is touched or damaged, it dissipates instantly.

**Manifest Nightmare (Recharge 6):** The Furby takes on the appearance of one creature's worst fear. That creature must make a wisdom save (DC 25) or take 10d10 psychic damage and be frightened and paralyzed until the Furby's next turn, when it reverts to its bird form.

**Psychic Constriction (Recharge 6):** The Furby coils around a target in range, attempting to crush the creature's psyche. The target must make a wisdom save, a charisma save, and an intelligence save. If the wisdom save is failed (DC 22), the creature is frightened and paralyzed. If the intelligence save is failed (DC 25), the creature's intelligence is reduced to 1. If the charisma save is failed (DC 24), the creature's psychic heart is transported back to the Furby's lair in the plane of dreams and has all emotion ripped permanently from its mind while taking 8d8 psychic damage.

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**Magic Resistance:** The Furby has advantage on saving throws against magic.

**Intangible:** The Furby exists only as a spirit and can pass completely through physical objects.

**Dreamwalker:** The Furby may appear in any form in the dream of one creature on the same plane as it every night, regardless of distance or familiarity. If the target fails 5 successive wisdom save (DC 25), the Furby appears near the creature while it sleeps.

**Feed on Fear:** Whenever the Furby frightens a creature, it regains hit points equal to that creature's hit dice. It cannot benefit from this feature for one creature more than once per day.

**Uncertain Reality:** Any other creature without truesight has disadvantage on saves against the Furby's illusion magic. Whenever a creature gazes upon a Furby's *Major Image* or *Hallucinatory Terrain*, they must make a charisma save (DC 24). On a failure, the illusion they are looking at becomes real.

**Shapechange:** The Furby may use an action to transform into an impossibly long serpent coated in its feathers whose head is the Furby itself. While in this form, it has a flying speed of 100 feet. This form is intangible and has no end, only a head. It may not use its Phantasmal Doubles or Manifest Nightmare abilities in this form, and any doubles currently in existence dissipate upon its transformation. Instead, it gains access to the Psychic Constriction ability.

INNATE SPELLCASTING

The Furby can cast the following spells innately (+17 to hit, DC 25)

At will: *Mental Prison, Phantasmal Force, Mislead, Major Image, Dominate Monster, Fear, Telekinesis, Mind Spike, Hallucinatory Terrain*.

2/day each: *Weird, Power Word Pain, Power Word Stun, Psychic Scream*.

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LEGENDARY ACTIONS

The Furby has 3 legendary actions, which it may take at the end of another creature's turn. All spent legendary actions are restored at the start of its turn.

**Mind Blast:** The Furby uses it's Mind Blast.

**Illusory Terrain:** The Furby casts *Major Image* permanently up to 3 times on the area within 100 feet of it.

**Shapechange:** The Furby uses its Shapechange ability.

**Special Ability (Costs 2 actions):** The Furby uses one of its available special abilities.