Skweep (5e Creature)

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Skweep

Tiny monstrosity, unaligned


Armor Class 13 (natural armor)
Hit Points 6 (4d4 - 4)
Speed 30 ft., fly 15 ft. (hover)


STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 3 (-4) 12 (+1) 14 (+2)

Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 1/8 (25 XP)


Keen Hearing. The skweep has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Sleep Powder. Each creature within 5 feet of the skweep becomes frightened, and must succeed on a DC 14 Constitution saving throw or become paralyzed until the end of its next turn; unconscious creatures automatically fail this save. At the start of its turn, a creature frightened this way can must make a DC 10 Wisdom saving throw, taking 2 (1d4) psychic damage on a failed save. After making three successful saves, a creature is no longer frightened and becomes immune to the skweep's Sleep for 24 hours.


skweep.png
Art by Jonathan Wojcik

This tiny monster can keep its soft, balloon-like body airborn by no more than the flapping of its leathery ears as it seeks out its next meal, targeting creatures that are already asleep or otherwise unmoving. Usually alighting on the subject's head or chest, it quickly paralyzes them with a neurotoxic powder from its fur before extending a long, fine proboscis into the sinuses or ear canal to consume minute, usually inconsequential traces of brain tissue.
Should a skweep's host awaken during feeding, they will not only find themselves completely immobilized but will only perceive the skweep as whatever figure their subconscious mind considers the absolute most distressing, with behavior to match. Even subjects that are already conscious and active when exposed to skweep powder will experience its full effects for at least several seconds, and momentary flashes of the terrifying illusion may return at unpredictable intervals for hours or days.
Skweep are of somewhat low intelligence and are usually interested only in feeding, but they are sapient enough to appreciate the effects of their toxin. They regard themselves as inhabitants of two realms: the waking realm in which they are physically powerless, and the dream realm in which they are all-powerful, their pink powder serving as the gateway between the two.


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