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Grim Squirrel

Tiny fey, lawful evil

Armor Class 14
Hit Points 7 (2d4 + 2)
Speed 35 ft., climb 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Keen Hearing. The grim squirrel has advantage on Wisdom (Perception) checks that rely on hearing.
  • Magic Resistance. The grim squirrel has advantage on saving throws against spells and other magical effects.
  • Pack Tactics. The grim squirrel has advantage on an attack roll against a creature if at least one of the grim squirrel’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

  • Barksword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 piercing damage.
  • Nut Sling. Ranged Weapon Attack: +6 to hit, reach 20/40 ft., one target. Hit: 2 bludgeoning damage.

ABOUT

A group of fey warriors walks quietly through the moonlit woods. They watch a nearby elf village and signal two scouts to move into position. Grim squirrels are raiding the village in the middle of the night. Elves, humans, halflings, orcs, goblins, and many other humanoids hate these unpleasant little creatures.

Fearless Fey. Grim squirrels are often underestimated. The tiny fey are rather dangerous in large groups. Armed with swords and slings, the squirrels take on much larger foes.

Hidden Hideouts. These evil fey live in hollow trees and have their headquarters in a large burrow. They carefully store their food and treasure and have enough extra supplies to stay in their lair for a long time.

Flying Mounts. Noble and elite warriors ride gloom owls as their mounts. The bold owls enable these dark fey to conduct daring raids.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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