Sources
CR
Type
Size
Alignment
Movement

Pest Mascot

Tiny Monstrosity, Unaligned

Armor Class 13 (natural armor)
Hit Points 22 (4d4 + 12)
Speed 30 ft.
STR
11
+0
DEX
14
+2
CON
17
+3
INT
5
-3
WIS
13
+1
CHA
4
-3
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 1/4 (50 XP)

Traits

Regeneration. The pest regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn't function at the start of the pest's next turn.

Spiny Hide. At the start of each of its turns, the pest deals 2 (1d4) piercing damage to any creature grappling it or that it is grappling.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:4 (1d4 + 2) piercing damage.

Lore

Grumpy, spiky, and generally irritating, pest mascots inhabit the muggy bayou of Sedgemoor. However, these ferret-sized swamp creatures hold deep wells of life essence, making them convenient fuel sources for the magic of Witherbloom mages. As such, many Witherbloom students have adopted pests from the bayou as pets, and pests, in all their spiny glory, have become the mascots of the college.