Jynx
Small fey, chaotic neutral
Armor Class
13
Hit Points
27 (6d6 + 6)
Speed
25 ft., fly 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
14 (+2)
CHA
16 (+3)
Senses
darkvision 60 ft., passive Perception 14
Skills
Acrobatics +5, Nature +4, Perception +4, Stealth +5
Languages
Common, Sylvan
Challenge
1 (200 XP)
Innate Spellcasting. The jynx’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The jynx can cast the following spells without requiring material components:
-
At will: detect evil and good, detect magic
-
1/day each: color spray, detect thoughts, dispel magic, entangle
Actions
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Jinx (1/Short or Long Rest). The jynx chooses one target that it can see within 60 feet of it to make a DC 13 Wisdom saving throw. On a failed saving throw, the creature is jinxed for 1 minute. While jinxed, the creature has disadvantage on all attack rolls, saving throws, and skill checks until the jinx ends. The jinx can be ended early with remove curse.