b'Astralsupial \n'b'  Medium   beast ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  82 (15d6 + 30)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX:  17 (+3)  CON:  14 (+2)  INT:  4 (\xe2\x80\x933)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Cha  +4,  Dex  +5  Skills   Athletics  +1,  Deception  +4,  Perception  +3,  Stealth  +5  Senses   darkvision  30 ft., passive  Perception  13  Languages  \xe2\x80\x94  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Opposable Thumbs . The astralsupial has advantage on  Strength  ( Athletics ) checks made to climb. \n'b'  Keen Hearing and Smell . The astralsupial has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The astralsupial makes two Claws attacks and uses Astral Pouch. \n'b'  Claws .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage. \n'b'  Astral Pouch . The astralsupial reaches into its extradimensional pouch and chooses a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 13  Dexterity  saving throw. Roll d6 to determine which of the following effects happens. The astralsupial is immune to its own Astral Pouch effects.\n'b'\n'b'\n'b'  Ball Bearings . Ball bearings roll out of the pouch, scattering at the end of the astralsupial\xe2\x80\x99s next turn. On a failed save, a creature is knocked  prone . \n'b'  Cooking Utensils . Cast-iron cooking pans fly out of the pouch. On a failed save, a creature takes 5 (2d4) bludgeoning damage. \n'b'  Tangled Threads . A mass of thread and string bursts out of the pouch. On a failed save, a creature is  restrained  until a creature takes an action to break the thread by succeeding on a DC 10  Strength  check. \n'b'  Astral Mirror . A mirror imbued with a trace of the Astral Plane\xe2\x80\x99s power flashes brilliantly. On a failed save, a creature takes 1d4 psychic damage and is  blinded  until the end of its next turn. \n'b'  Smelly Trash . Handfuls of putrid trash spill from the pouch. On a failed save, a creature is  poisoned  for 1 minute. The creature can make a DC 13  Constitution  saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Magic Beans . Magical beans bounce out of the pouch. A creature takes 10 (4d4) fire damage on a failed save, or half as much on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Astral Traveler (2/Day) . The astralsupial briefly surrounds itself in a shower of glittering dust and teleports to an unoccupied space it can see within 30 feet. \n'b'\n'b' REACTIONS \n'b'\n'b'  Playing Dead . When the astralsupial is reduced to 10  hp  or less, it feigns death in hopes of deceiving its attackers. A creature that sees the astralsupial in this state can determine it is a ruse with a successful DC 15  Wisdom  ( Medicine ) check. This ruse lasts until the astralsupial ends it (no action required), up to 8 hours. The first  attack  it makes within 1 round of ending the ruse has advantage. \n'b'\n'b' ABOUT \n'b' An oversized opossum with thick, patchy fur hangs upside down from its tail in a nearby tree. Its fleshy hands have five digits, including an opposable thumb. In place of sharp teeth, a mouthful of flat molars results in an unnervingly charming grin. \n'b' This unique marsupial collects odds and ends in an extradimensional pouch on its body and defends itself by throwing these objects at attackers. \n'b'  Unknown Origins . No one knows exactly how the astralsupial came to be, but a magical anomaly likely created the first one. They are native to the Astral Plane. Occasionally, pulling from the extradimensional pouch has adverse effects and the astralsupial rips itself into another plane of existence. \n'b'  Tree Hugger . When outside the Astral Realm, the astralsupial prefers the safety of forest canopies and swamp trees. They use their strong tails to hang from branches or climb high into the trees to avoid danger. They remain peaceful, surviving mostly on plant life. When confronted, they would rather feign death than fight to the death.'