b'Skyquill \n'b'  Medium   fey ,  neutral good\n'b' STATS STR: 10 (+0) DEX:  23 (+6)  CON:  11 (+0)  INT:  12 (+1)  WIS:  15 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  16  Hit Points  27 (6d8)  Speed  25 ft., climb 25 ft., fly 60 ft.  Skills   Acrobatics  +8,  Animal Handling  +4,  Insight  +4, Perception  +4,  Sleight of Hand  +8,  Stealth  +8  Senses   darkvision  60 ft., passive  Perception  10  Languages  Celestial, Sylvan  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Adhesive Glands . A skyquill\xe2\x80\x99s hands and feet have grayish-black glands that exude an adhesive that allows them to climb walls and ceilings. A creature attempting to shove a skyquill has disadvantage on its check. \n'b'  Innate Spellcasting . A skyquill can innately cast the following spells, requiring no material components:\n'b'\n'b'   3/day :  color spray ,  fog cloud  \n'b'  1/day :  control weather  \n'b'\n'b'  Actions \n'b'   Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 8 (1d4 + 6) bludgeoning damage. \n'b'  Quills .  Ranged Weapon Attack : +8 to hit, range 20/60 ft., one target.  Hit : 1d6 random color quills: \n'b'     d6 \n'b' Color \n'b' Effect \n'b'     1 \n'b' Red \n'b' The target must make a DC 13  Wisdom  saving throw or become  charmed  by a random creature with 60 ft. of it. The target spends its turn attempting to assist that creature. The condition lasts until the creature attacks the target or 1 minute passes. \n'b'   2 \n'b' Orange \n'b' The target is overcome by ravenous hunger. On its turn, it will attempt to eat some food. If it cannot, it gains a level of  exhaustion . The effect then ends. \n'b'   3 \n'b' Yellow \n'b' The target is overcome by parching thirst. On its turn, it will attempt to drink some water or other safe liquid. If it cannot, it gains a level of  exhaustion . The effect then ends. \n'b'   4 \n'b' Green \n'b' The target must make a DC 13  Wisdom  saving throw or become stunned and fixated on some harmless object in its immediate area. It spends its turn interacting with that object. The condition lasts for 1 minute and it may repeat the saving throw at the end of its turn. \n'b'   5 \n'b' Blue \n'b' The target must make a DC 13  Charisma  saving throw or become  frightened  of all hostile creatures within sight. The condition lasts for 1 minute and it may repeat the saving throw at the end of its turn. \n'b'   6 \n'b' Violet \n'b' The target must make a DC 13  Constitution  saving throw or become unconscious. A creature can use an action to rouse the target. \n'b'    Tactics \n'b' Skyquills prefer to flee instead of fighting, but will protect their flocks. They will shoot their quills at any interlopers, hoping to cause a distraction. They will use  color spray  and  fog cloud  to increase the  confusion  of their foes. Only in the most desperate measures will they use their slam  attack . \n'b' Description \n'b' Skyquills have a blend of insectoid and humanoid features, with slender bodies, multifaceted eyes, butterfly-like wings, and a tail that tapers down into a cluster of rainbow-colored quills. When they stand straight up, they are as tall as an  elf  or a  human , but they often hunch down, bending over the flowering bushes and the multicolored butterflies that attend them. \n'b'  The Secret of the Quillflies . Skyquills keep a carefully guarded secret -hidden among the common butterfly folk are quillflies, creators of a magical nectar that can seed clouds with rain. Not surprisingly, skyquills are protective of their butterfly flocks and their secret members. They can often be found near the ground, caring for quillflies and collecting the magic nectar. \n'b'  The Gift of the Skyquills . Many farmers in the pass along ancient proverbs that say it is taboo to kill any butterfly lest they bring drought to the land. Other legends tell of a high-born lady who planted many butterfly bushes around her manor, gaining the esteem of the skyquills, and her fields never wanted for a refreshing rain.'