Debbi (D&D 5E Monster)

Michael O. Varhola
Debbi
Small beast, unaligned
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Armor Class 13
Hit Points 10 (4d4)
Speed 40 ft.
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STR                DEX               CON               INT                 WIS                CHA
7 (-2)              16 (+3)           11 (+0)           4 (-3)              12 (+1)           13 (+1)
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Skills Stealth +11
Senses passive Perception 11
Languages
Challenge 3 (700 XP)
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Hard to Hit. Attacks against a Debbi have disadvantage.
Uncanny Luck (3/Day). If a Debbi fails a saving throw it can choose to succeed instead.
Aura of Fear. Any creature an even spotting a Debbi from a distance will be affected as if by a Fear spell. Creatures with Intelligence of 5 or less are not entitled to a saving throw against this effect, while those with Intelligence of 6 or greater are entitled to a DC 15 Wisdom saving throw. A creature with Intelligence 5 or less or one that fails its saving throw will drop whatever it is holding and become frightened for one minute. While frightened, the creature must take the Dash action and move away from the Debbi by the safest available route on each of its turns, unless there is nowhere to move. If a creature with Intelligence 6 or greater ends its turn in a location where it does not have line of sight to the Debbi it can make another Wisdom saving throw and, if successful, the effect ends for it.
 
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 

Almost nondescript in appearance, completely unaggressive in demeanor, and often oblivious to what is going on around it, the Debbi is a rodent-like omnivore somewhat smaller than a typical dog. If threatened it will simply run away as quickly as possible and will only attempt to bite an aggressor if it is cornered.

A Debbi's one distinguishing characteristic is the inexplicable aura of fear that it radiates, which might cause any number of misfortunes to those affected by it (e.g., panic a herd of cattle and send them charging into travelers, cause frightened characters to inadvertently run into a pride of lions or a pool of quicksand). Even a bit of the Debbi's hair carried by someone can cause an effect similar to its Aura of Fear for up to a day after being removed from it (although a creature with Intelligence 5 or less is entitled to a saving throw in this event and those with Intelligence 6 or greater have to succeed at just a DC 11 Wisdom saving throw). Because of this, the creature is highly prized by spellcasters seeking components for spells and magic items with fear effects, especially alive so that its hair can be regularly harvested.

Usually just one of these creatures will be encountered at a time and, as even a visit by it to a watering hole can cause chaos, that is fortunate.