Medium fey, neutral
Armor Class 13 (natural armor); 17 while invisible (attackers have disadvantage)
Hit Points 22 (4d8 + 4)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 16 (+3) | 16 (+3) | 13 (+1) | 10 (+0) | 14 (+2) | 8 (−1) |
Skills Perception +4, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages understands Sylvan but cannot speak
Challenge 2 (450 XP) Proficiency Bonus +2
Traits
Fey Invisibility. The coin-sith can turn invisible or visible as a bonus action. This invisibility is keyed to mortal creatures — other fey and creatures with truesight can perceive the coin-sith normally. Unlike magical invisibility, this ability does not end when the coin-sith attacks. While invisible, attack rolls against the coin-sith have disadvantage.
Keen Hearing and Smell. The coin-sith has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Loyal Guardian. The coin-sith cannot be magically compelled to act against its doaine sidhe master. It is immune to the charmed condition while its master is within 1 mile.
Pack Tactics. The coin-sith has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Verdant Glow. When visible in darkness, the coin-sith’s eyes and tongue shed dim green light in a 10-foot radius. Creatures that can see it and have not previously encountered one must succeed on a DC 12 Wisdom saving throw or be frightened of it until the end of their next turn.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Bonus Actions
Fey Step. The coin-sith toggles its Fey Invisibility.
