Page 167 - Monster Manual Expanded III Dragonix
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Hybsil                                                  Hybsil


                                                                Small fey, neutral good
        Hybsil
                                                                Armor Class 14 (natural armor)
        The elusive hybsil is fey creature native to both the Feywild and
                                                                Hit Points 18 (4d6 + 4)
        the Material Plane. It resembles a 2-foot tall centaur, except its
                                                                Speed 50 ft.
        lower body is that of a small deer. Its light-brown skin bears spots
        and markings similar to antelopes, and its face shows attractive
                                                                    STR           DEX           CON           INT           WIS           CHA
        elven-like features. Male hybsils always feature antlers or horns,             8 (-1)       17 (+3)       13 (+1)     12 (+1)      13 (+1)      14 (+2)
        while females often grow a single thin horn on their foreheads.
        Hybsils usually wear simple cloth garments and light armor that
                                                                Skills Athletics +3, Stealth +7, Survival +3
        allow them to move quietly and without restraint while carrying   Senses passive Perception 11
        their weapons.                                          Languages Elvish, Sylvan
          Crafty Warriors. Hybsils are often hunted and trapped for their   Challenge 1 (200 XP)       Proficiency Bonus +2
        antlers and horns, which are said to possess magical qualities and
        are highly valued by alchemists. artificers, and wizards. Because   Magic Resistance. The hybsil has advantage on saving throws
        of this, hybsils have become almost xenophobic and are always   against spells and other magical effects.
        suspicious of other humanoid races. They are always vigilant   Actions
        and have become expert archers that rely on hit-and-run tactics.
        Hybsils coat their arrows with a sleep-inducing poison they brew   Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
        and extract from a rare forest plant. They also employ spells that   range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
        allow them to detect hidden traps and dangers, travel undetected,
                                                                Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
        and create distracting illusions. Hybsils hate goblinoids, orcs, and   target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed
        most especially gnolls, which actively hunt them for food and their   on a DC 13 Constitution saving throw or be poisoned for 1 minute.
        prized antlers and horns.                               If the saving throw fails by 5 or more, the target is also unconscious
          Sylvan Tribe. Hybsils are omnivores and live in a wide range of   while poisoned in this way. The target wakes up if it takes damage or
        habitats. Most live in forests and woodland areas and tend to be   if another creature takes an action to shake it awake.
        hunter-gatherers. Those that live in plains, savannahs, and tundras
                                                                Innate Spellcasting. The hybsil’s innate spellcasting ability is
        undertake long migrations and follow the rains and their prey.
                                                                Charisma (spell save DC 12). It can innately cast the following
        Their tribes are well hidden in their chosen territory, building only   spells, requiring no material components:
        a few alliances with other friendly races, usually elves and other
                                                                At will: dancing lights, find traps, see invisibility
        fey, for protection. They tend to aid those who are lost, starving, or
                                                                1/day each: jump, mirror image, pass without trace
        wounded, as long as they aren't perceived as direct threats.

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