# Bucca *Tiny* *Fey* *Neutral Evil* - **Armor Class:** 14 (natural armor) - **Hit Points:** 27 (5d4 + 15) - **Speed:** walk 30 ft. fly 20 ft. - **Challenge Rating:** 1/2 (100 XP) - **Source:** Tome of Beasts 2023, page 44 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 16 (+3) | 17 (+3) | 13 (+1) | 9 (-1) | 16 (+3) | - **Skills:** Perception +1, Sleight of Hand +7, Stealth +7 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** False - **Condition Immunities:** False - **Senses:** darkvision 60 ft., passive Perception 11 - **Languages:** Darakhul, Dwarvish ### Special Abilities - **Flyby:** The bucca doesn't provoke opportunity attacks when it flies out of an enemy's reach. - **Sunlight Hypersensitivity:** The bucca takes 1 radiant damage each minute it is exposed to sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - **Treasure Sense:** The bucca can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ### Actions - **Dagger:** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - **Invisibility:** The bucca magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the bucca wears or carries is invisible with it.