Tressym

CR 0 · Tiny Beast

Tressym

Neutral Good

Shaped by SME Fallback (zo offline)

Recommended Party

Levels 1–2 · balanced at Lv 1

Armor Class

12

Hit Points

5 2d4

Speed

40 ft., fly 40 ft.

STR3 -4
DEX15 +2
CON10 +0
INT11 +0
WIS12 +1
CHA12 +1

Defensive Resilience

SkillsPerception +5, Stealth +5
SensesDarkvision 60 ft., Passive Perception 15
LanguagesUnderstands Common but cannot speak

Lore

Arcane Scribe
The tressym is a creature of impossible grace, a feline whose velvet fur gives way to a pair of magnificent, feathered wings. Born from the ancient alchemy of long-lost sorcerers or perhaps touched by the fey brilliance of the Moonshae Isles, these beasts are far more than mere animals. They possess a regal discernment, their emerald eyes seeing not just the physical world, but the shifting currents of the unseen. Solitary and clever, tressyms haunt the high eaves of wizard towers and mist-shrouded cliffs. They harbor a preternatural instinct for the corrupt, able to scent poison on a traitor’s breath or spot a hidden assassin through the veil of magical invisibility. This keen intuition makes them coveted familiars for the wary, as a tressym’s low hiss is often the only warning a master receives before a hidden blade strikes from the shadows. A party might encounter a tressym batting at the air amidst a wizard’s ruins, seemingly at play while guarding a scroll of forbidden lore that its master died to protect. Such a creature is a discerning judge of character; it may lead heroes to a hidden cache or lure the wicked into the very traps it has learned to avoid. To earn the trust of a tressym is to gain a sentinel against the dark, but to earn its ire is to be haunted by a silent, winged shadow that never forgets a slight.

Innate Traits

Detect Invisibility

Keen Senses

Limited Telepathy

Actions

Claws