b'Moppet \n'b'  Tiny   construct ,  unaligned  \n'b'  Armor Class  10  Hit Points  17 (5d6)  Speed  20 ft.\n'b' STATS STR: 3 (\xe2\x80\x934) DEX:  10 (+0)  CON:  10 (+0)  INT:  3 (\xe2\x80\x934)  WIS:  10 (+0)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  incapacitated ,  paralyzed ,  petrified ,  poisoned ,  stunned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  10  Languages  understands one language known by its creator but can\xe2\x80\x99t speak  Challenge  1 (200 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Construct Nature . The moppet doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  False Appearance . While the moppet remains motionless, it is indistinguishable from a normal doll. \n'b'  Psychic Pool . The moppet absorbs psychic energy from creatures in its waking  nightmare , holding up to four Psychic Points at a time. As a bonus action while casting a spell within 5 feet of the moppet, the moppet\xe2\x80\x99s owner can expend these points to cast the spell without expending a spell slot. To do so, the owner must expend a number of Psychic Points equal to the spell\xe2\x80\x99s level. \n'b'\n'b' ACTIONS \n'b'\n'b'  Psychic Burst .  Melee or Ranged Spell Attack : +4 to hit, reach 5 ft. or range 60 ft., one target.  Hit : 9 (2d6 + 2) psychic damage. If the moppet scores a critical hit, it gains one Psychic Point. \n'b'  Waking Nightmare . Each creature with an  Intelligence  of 3 or higher within 60 feet of the moppet must make a DC 13  Intelligence  saving throw. On a failure, the creature enters a collective fugue state with all other creatures that failed the save. The creature is  unconscious , but it doesn\xe2\x80\x99t drop anything it is holding or fall  prone . All creatures in this state are faced with a hostile  nightmare  creature. The  nightmare  creature uses the statistics of a brown  bear , except it deals psychic damage instead of piercing or slashing damage. The appearance of the  nightmare  creature is up to the GM but should reflect the mutual fears of the affected creatures. A fight with the  nightmare  creature works as normal, except all the action takes place in the minds of the affected creatures. When an affected creature is reduced to 0  hp , the moppet gains one Psychic Point. If the  nightmare  creature, or the moppet, is reduced to 0  hp , all creatures in the fugue state  awaken . Any spell slots or class features used in the  nightmare  combat are expended, but magic item charges or uses aren\xe2\x80\x99t expended. If a creature in the fugue state takes damage from a source other than the  nightmare  creature, it can immediately repeat the saving throw with advantage, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the moppet\xe2\x80\x99s Waking  Nightmare  for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Nimble Moves . The moppet takes the  Dash  or  Disengage  action. \n'b'\n'b' ABOUT \n'b' An intricately carved, wooden doll wobbles enthusiastically on unsteady legs. It reaches out its hand in a welcoming gesture. \n'b' What seems a simple toy is a cunning construct created to produce magical power from the trauma of intelligent creatures. \n'b'  Innocent . Moppets aren\xe2\x80\x99t innately hostile. However, they follow their owners\xe2\x80\x99 commands without question, and those are rarely benign. Strangely, the powers of a moppet are ineffective on children, who see nothing more than a toy. This can lead to tragedy when a child brings home a moppet. \n'b'  Nightmare Reality . The moppet\xe2\x80\x99s true power is drawing creatures into a shared nightmare. Creatures can be harmed, and even killed, in this waking nightmare. Meanwhile, the moppet draws and stores psychic energy from those creatures. \n'b'  Origins . Moppets are typically crafted by cruel spellcasters seeking to destroy enemies while siphoning power for their own purposes, though the first moppets\xe2\x80\x99 exact origins are uncertain. \n'b' Some say they were the products of hags, while others credit various evil wizards or magical cabals.'