With a name like swooping evil you’d expect this thing to be pretty terrifying, but it is basically just a cross between a lizard and a butterfly. It’s also venomous and feeds on brains so that might serve to back up the creature’s less than endearing name. I built the swooping evil to be a fast moving terror that can stay on the go striking with its poisonous bite and then flying away.
Small beast, neutral
Armor Class 14 (natural armor)
Hit Points 60 (8d10+10)
Speed flying 40 ft.
Str 12 Dex 16 Con 10 Int 8 Wis 8 Cha 8
Damage Immunities poison
Condition Immunities poisoned
Skills Initiative +6, Intimidation +6, Perception +6, Stealth +9
Senses darkvision 60 ft., passive Perception 9
Challenge 3 (700 XP)
Cocoon. Whenever it is not flying the swooping evil folds into a spiny green cocoon. The cocoon is a small size and while in this form the swooping evil has advantage on Dexterity (Stealth) checks.
Magic Resistance. The swooping evil has advantage on saving throws against spells and other magical effects.
Spell Deflection. When a spell of level 6 or lower (or cast using a 6th level spell slot) misses the swooping evil or it makes a successful saving throw against the spell the spell is reflected back up the caster.
Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: target takes 8 (1d6+3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 6 (2d4+1) poison damage on a failed save, or half as much on a successful one. The swooping evil can move up to half its movement after making this attack.