Glasstag - AI-generated fantasy Monster

Glasstag

Folk in Arctic villages tell of the glasstag as a winter guardian. Hunters speak of streaks of color in the sky that mark its passage. Shamans sometimes seek a glasstag's blessing to protect herds and guide lost travelers.

HP85AC14SPDWalk 50 ft., Phased Hover: hooves do not touch ground, leaving no tracks, Teleport (Misty Step) 30 ft. as a bonus actionCR5 (1,800 XP)PerceptionStealth
STR
18
DEX
16
save
CON
16
INT
10
WIS
16
save
CHA
14
Phased Hooves. The glasstag does not leave footprints, tracks, or scent. Survival checks to track it automatically fail unless aided by magic such as Locate Creature or a successful Nature or Survival check aided by a magical clue.
Magic Resilience. The glasstag has advantage on saving throws against spells and other magical effects.
Fey Nature. As a creature of the fey, the glasstag is immune to being charmed and cannot be put to sleep by magic.
Phase Step. The glasstag can use Misty Step as a bonus action up to two times per day. Additionally, it can use Misty Step as a reaction once per short rest to avoid a melee attack, described under Flicker Step.
Antler Gore. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () piercing damage and the target must succeed on a Constitution saving throw or become stunned until the end of its next turn.
Hooves. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () bludgeoning damage.
Dazzling Aurora. Once per short rest, the glasstag exhales a swirl of prismatic auroral light in a 10-foot radius centered on itself. Each creature in the area must make a Constitution saving throw. On a failed save the creature is blinded for 1 round and dazzled until the end of its next turn. On a successful save the creature is only dazzled until the end of its next turn. A creature that takes damage from the glasstag during the dazzled period can repeat the save at the end of its turn, ending the effect on itself on a success.
Healing Light. The glasstag touches a willing creature and restores hit points. The glasstag can use this trait 2 times per day. The glasstag regains expended uses after finishing a long rest.
Flicker Step. When a creature the glasstag can see attacks it with a melee attack, the glasstag may use Misty Step as a reaction to teleport up to 30 feet to an unoccupied space it can see and impose disadvantage on the triggering attack.
Cantrips
Detect MagicDivination Detect Magic at will, taken as a cantrip-like effect for sensing magical auras within 30 feet.
1st level
Misty StepConjuration Misty Step allows the glasstag to teleport up to 30 feet to an unoccupied space it can see. Usable twice per day.
Faerie FireEvocation Faerie Fire outlines creatures in shimmering light, granting advantage to attackers and negating invisibility within the affected area. Usable once per day.
2nd level
Innate SpellcastingTransmutation / Enchantment / Divination The glasstag can cast these spells innately, requiring no material components. Wisdom is its spellcasting ability (spell save DC 15). Misty Step can be used as a bonus action twice per day. Faerie Fire once per day. Detect Magic at will.
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