Coure

The smallest of the eladrins, the spritelike coures embody carefree wandering, celebrating life as a joyous dance. They often serve more powerful beings as messengers and scouts, provided those they serve can tolerate their erratic humor and near endless pranks.

Joy of Life. Coures exist to laugh. They prefer a star – filled night in the open to any other time or place, preferring to reveal their pranks and dance only in their own faerie light.

Garish Appearance. A coure can assume the shape of an incorporeal ball of light at will, though in their normal form they stand about 2 feet tall, appearing in a variety of improbably colors and are fond of wearing bright apparel of questionable taste.

COURE
Tiny celestial (eladrin, shapechanger), chaotic good.
Armor Class 13
Hit Points 10 (3d4+3)
Speed 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA
6 (−2) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 16 (+3)
Skills Deception +5, Persuasion +5, Sleight of Hand +6, Stealth +6
Damage Resistances acid; cold; bludgeoning, piercing, and slashing from non – magical weapons
Damage Immunities electricity
Condition Immunities petrified, poisoned
Senses passive Perception 12
Languages Celestial, Common
Challenge 1 (200 XP)
Planar Circle. The coure is always under the effects of Protection from Evil and Good.
Shapechange. The coure can use its action to assume the form of an incorporeal ball of light. While in this form, the coure is immune to damage from all non – magical sources. It can phase through solid objects and sheds light in a 30ft radius. It cannot attack or use invisibility in this form.
Actions
Sleeping Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d4+4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or another creatures uses an action to wake it.
Tiny Bow. Ranged Weapon Attack: +6 to hit, range 30ft., one creature. Hit: 7 (1d4+4) piercing damage.
Invisibility. The coure magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the coure wears or carries is also invisible.

Variant: Coure Familiar

Coures occasionally find themselves drawn to spellcasters seeking to overcome injustice or oppression, or when battling fiends. A coure seeks to do good in the world, but they are also notorious pranksters, viewing life as something to be enjoyed and celebrated. While they assist their masters in helping fight evil, they may also goad them into participating in their pranks, even in battle. Such coures have the following trait.

Familiar. The coure can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the coure senses as long as they are within 1 mile of each other. While the coure is within 10 feet of its master, the master shares the coure’s Planar Circle trait. If a coure feels its master is to stifling of its joyous lifestyle, it can end its service as a familiar, which also severs the telepathic bond.

Coure

Blood and Stone djasonwright djasonwright