b'Raparee \n'b'  Huge   fiend ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  133 (14d12 + 42)  Speed  40 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX:  17 (+3)  CON:  16 (+3)  INT:  13 (+1)  WIS:  17 (+3)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Arcana +6, Perception +8, Sleight of Hand +8, Stealth +8  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities  exhaustion, grappled, poisoned, restrained  Senses  darkvision 120 ft., passive Perception 17  Languages  Abyssal, Common, telepathy 120 ft.  Challenge  13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dimensional Compression . The raparee can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Legendary Resistance (3/day) . If the raparee fails a saving throw, it can choose to succeed instead. \n'b'  Magic Weapons . The raparee\xe2\x80\x99s weapon attacks are magical. \n'b'  Unsettling Burbling . Each creature within 5 feet of the raparee that isn\xe2\x80\x99t a fiend makes saving throws with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The raparee makes three attacks, although only one of these attacks may be with its stinger. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 17 (3d8 + 4) piercing damage \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 11 (2d6 + 4) slashing damage, and the target must make a DC 18 Charisma saving throw or lose a valuable mental impression, such as a minor sense or personally significant memory. If the target has inspiration, the raparee takes that from the creature in addition to this effect; the rapparee can\xe2\x80\x99t spend stolen inspiration. While this mental impression is missing, the target is frightened of the raparee, can\xe2\x80\x99t take reactions, and can\xe2\x80\x99t gain inspiration. When the raparee dies or is banished, all stolen inspiration, memories, and senses are returned \n'b'  Tail Stinger .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 15 (2d10 + 4) piercing damage, and the target must make a DC 18 Constitution save or take 17 (5d6) poison damage on a failed save, or half as much on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The raparee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The raparee regains spent legendary actions at the start of its turn. \n'b'\n'b'  Claw . The raparee makes a claw attack. \n'b'  Scuttle (Costs 2 Actions) . The raparee moves up to half its speed and can use the Hide action. \n'b'  Steal Magic . The raparee casts dispel magic without expending a spell slot. Its spellcasting ability is Wisdom. If it dispels a spell, it chooses either to regain 10 hit points or to gain a flying speed of 60 feet until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This monstrous insectoid creature has the scuttling gait of an earwig. Two eyeless heads protrude from the front of its body, and its two front legs end in grasping, gaunt, five-fingered hands. \n'b' The raparee is a scuttling, covetous horror. It is a consummate thief, plucking valuables from its victims with supernatural agility. What the raparee considers \xe2\x80\x9cvaluable,\xe2\x80\x9d however, is rarely gold or magic items; instead, it prizes more ephemeral items, such as its victim\xe2\x80\x99s memories of their children, sense of taste, or ability to see the color red. The raparee can magically steal such mental impressions, hoarding them in its own mind like shiny baubles. Although their loss is rarely debilitating to the victim, the missing memories are both distracting and unnerving as well as emotionally painful, all of which please the fiend. The raparee rarely leads groups of fiends in battle; instead, it orchestrates elaborate heists and ambushes designed to humiliate mortals and steal their greatest treasures from them. \n'b'  Dimensional Folding . The raparee can contort and fold its body along lines unknown to ordinary geometry. This allows it to enter spaces significantly smaller than its massive form, slip away from effects that would restrain it, and evade being grabbed by other creatures. \n'b'  Legions . The raparee most often appears leading fiends of the Annwn, Dix, Lethe, Styx, and Tartarus legions. \n'b'  Burbling Thorax . The raparee can inject poison from the paired stingers at the ends of its body, but the most disturbing feature of its thorax is the leering face adorning the underside. This face constantly smacks its lips and gnaws at its tongue, making a wet burbling sound that unsettles the raparee\xe2\x80\x99s enemies.'