15
15 (6d4)
0 ft., fly 30 ft. (hover)
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing not made with silvered weapons
cold, necrotic, poison
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
darkvision 60 ft.
Common, Sylvan
3
The self-doubt trout can see 60 feet into the Ethereal Plane when it is in Feyland, and vice versa.
The self-doubt trout can move through other creatures and objects as if they were difficult terrain. It takes 2 (1d4) damage if it ends its turn inside an object.
While in sunlight, the self-doubt trout has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) necrotic damage.
The self-doubt trout enters the Ethereal Plane from Feyland, or vice versa. It is visible in Feyland while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
One humanoid that the self-doubt trout can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the trout; the trout then disappears, and the target is wracked by doubt for 1d4 minutes. The target makes all attack rolls, saving throws, and ability checks at disadvantage. The self-doubt trout can't be targeted by any attack, spell, or other effect, except ones that turn undead. The possession ends after that period of doubt or the trout is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the self-doubt trout reappears in an unoccupied space within 5 feet of the body. The target is immune to the trout's Possession for 24 hours after succeeding on the saving throw or after the possession ends.