b'Coblynau \n'b'  Tiny   fey ,  neutral  \n'b'  Armor Class  12  Hit Points  5 (1d8+1)  Speed  10 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX:  15 (+2)  CON:  12 (+1)  INT:  13 (+1)  WIS:  15 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Nature  +3,  Perception  +4,  Stealth  +4  Senses   darkvision  30 ft., passive  Perception  14  Languages  Common, Sylvan  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The coblynau\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  minor illusion  \n'b'  3/day :  animal messenger ,  freedom of movement ,  fly ,  invisibility ,  meld into stone ,  pass without trace  \n'b'\n'b'  Magic Stone . Once each day, a coblynau can enchant a stone, giving the stone the temporary ability to  dispel magic  by touching something with the stone. It takes the coblynau two rounds to enchant a stone, and the stone only lasts for 24 hours or for one application. Regardless of whether it is used successfully or not, the stone loses its magical properties. \n'b'\n'b' ACTIONS \n'b'\n'b'  Blowgun .  Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target.  Hit : 4 (1d4+2) piercing damage. The target must make a DC 11  Constitution  saving throw or suffer from the poison of the Coblynau. The poison leaves the target  incapacitated  for 1 minute. The target can save against the poison at the end of its turn. If the save is successful, the  incapacitated  condition ends for the target and the target is immune to the poison for the next 24 hours. \n'b'  Dagger/Pick/Hammer .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4+2) piercing damage. The target must make a DC 11  Constitution  saving throw or suffer from the poison of the coblynau. The poison leaves the target  incapacitated  for 1 minute. The target can save against the poison at the end of its turn. If the save is successful, the  incapacitated  condition ends for the target and the target is immune to the poison for the next 24 hours. \n'b'\n'b' ABOUT \n'b' The coblynau are creatures that have long been associated with the world of fey. They are small creatures, ranging only about 2 feet in height. A wide head that resembles that of a frog caps their thin torsos. They have wide, luminous yellow-orange eyes and a small mouth lined with needle-sharp teeth. A rash of feathers, long and colorful, crowns their heads. When they become agitated, the feathers straighten and lie flat, covering their heads, neck, and shoulders. They have short but powerful legs and arms with lemurlike toes and fingers. Aside from their faces, palms, and feet, a dark, reddish-brown, or tan fur covers their body and the like. They generally wear simple clothes, smocks, pants, and long shirts. They carry weapons too, picks and hammers, predominantly. \n'b'  Builders and Crafters . Coblynau prefer to live in dark, cool places. Caves are common homes, but they far prefer the roots of large trees, where they construct elaborate dens of multiple tunnels and rooms. They are expert miners and can dig in almost any terrain. On rare occasions, they dwell in deep plains grasses, where they weave warrens from the grass. Adults farm out young ones to relatives. They do not mate for life but rather travel in tight extended family groups that usually consist of cousins, nephews, and nieces. They live long lives, counting their age in centuries, not years. \n'b'  Secretive . These creatures are very secretive, keeping aloof from others, associating with no other creatures unless pressed. They despise other fey, such as pixies, sprites, and grigs, finding them flighty and bothersome. They do not have any love for any of the demi-humans either. They are industrious in their own fashion, building and expanding their warrens, but they do not lend a hand to others unless pressed, or given a great reason to do so. \n'b'  Poison Production . They are skilled herbalists, and if in their own environment, they can locate the necessary ingredients to create poisons\xe2\x80\x94some simply harmful, others deadly. Although their typical poison is a potent paralytic agent, they can create other poisons to do damage or cause other effects.'