AC 14
HP 2 (1d4;
bloodied
1)
Speed 30 ft.
Initiative Dex +4 (14), Insight +2 (12), Perception +4 (14)
Proficiency +2; Maneuver DC 14
Saving Throws Str +2, Dex +2, Con +4, Int –2, Wis +3, Cha –2
Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages Common, Sylvan
Magic Resistance. A notturna has
advantage
on saving throws against spells and other magical effects.
Innate Spellcasting. A notturna can use
druidcraft
and
minor illusion
at will. Its save DC is 12. Once per
short rest
it can cast
animate objects
, though it must spend an action painting each object it animates.
ACTIONS
Superior Invisibility. The notturna turns magically invisible until its concentration ends.
A notturna (plural notturni) is a type of fey that came to life from a specific type of painting—night-time landscapes wherein the artists hid tiny figures as a fun little treat for attentive onlookers. Notturni embrace this joy of artistry, and are themselves painters.
When a notturna paints a figure with a face on a flat surface, that figure can move about, though it is simply a picture, and cannot spring off the wall. However, if a notturna paints a face onto a three-dimensional object, it can begin to move as an animated object. This magic is limited in that it ends the moment the object is exposed to sunlight or a magical effect that produces sunlight.
Often notturni lend their magic to help protect remote towns and farms from threats at night, hoping for nothing more than a chance to create beautiful graffiti, and perhaps a bit of wine and cheese. However, unappreciative Clericist farmers often believe their art is the work of demons, and they set out traps to catch the tiny painters.