Eledirge (5e Creature)
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Small monstrosity, chaotic neutral
Innate Spellcasting. The eledirge's innate spellcasting ability is Charisma (spell save DC 16). The eledirge can innately cast the following spells, requiring no material components:
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Gas Cloud. Each creature within 10 feet of the eledirge is pushed 5 feet away from it and must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
It is known that an eledirge is created through a complicated series of magical rituals, although the specifics are almost impossible to come by due to the behavior and effects of these creatures. Constantly piping an ethereal, formless melody, they enchant nearby creatures and create fantastic illusions seemingly at will; however, an eledirge itself is only somewhat immune to its own effects, and so they are seldom used for anything but recreation or entertainment. Their metabolic processes constantly produce a cloudy green gas, which both allows them to float and can be vented as a defensive measure.