Tiny construct, Neutral Good
| Armor Class | 13 |
|---|---|
| Hit Points | 7 (2d4 + 2) |
| Speed | 15 ft., fly 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | charmed; poisoned |
| Senses | blindsight 10 ft., darkvision 60 ft., passive Perception 13 |
| Languages | understands Common and Draconic but can't speak |
| Challenge | 1/4 |
The thopter has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
The thopter has advantage on saving throws against spells and other magical effects.
The thopter can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.