RKA: Stat Blocks



 
  Andias Teft Roll Initiative
Medium Humanoid, Lawful Good
Armor Class 16 (Breastplate)
Hit Points 68 (10d8 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4)
12 (+1)
15 (+2)
13 (+1)
16 (+3)
17 (+3)
Saving Throws STR +7, CON +5, WIS +6
Skills Animal Handling +6, Athletics +7, History +4, Insight +6, Investigation +4
Senses Passive Perception 13
Languages Common, Dwarven
Proficiency Bonus +3 Challenge 5
Unwavering Mark. When Andias hits with a melee weapon attack, he can mark the creature until the end of his next turn.   While the marked target is within 5 ft. of Andias, the creature has disadvantage on any attack roll that doesn't target him. If the marked creature deals damage to another creature, Andias may make a special melee attack against it on his next turn as a bonus action. The attack is made with advantage and deals 4 additional damage.


Special Equipment. Andias carries a Rapier +1.


Actions
Multiattack. Andias makes two attacks using his Rapier +1 or Longbow.   Rapier +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 ( 1d8+5 ) piercing damage.   Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: 5 ( 1d8+1 ) piercing damage.


Reactions
Warding Maneuver. If Andias or another creature he can see within 5 ft. is hit with an attack, he may attempt to prevent it. If Andias is wielding a weapon or shield, as a reaction he may roll 1d8 and add the number to the creature's AC against that attack. If the attack still hits, the creature has resistance to the attack's damage.

  Barry's Hound Roll Initiative
Medium Beast, Unaligned
Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1)
14 (+2)
12 (+1)
3 (-4)
12 (+1)
7 (-2)
Skills Perception +3
Senses Darkvision 60 ft., Passive Perception 10
Languages -
Proficiency Bonus +2 Challenge 1/8
Keen Hearing and Smell. Barry's Hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bonus Actions
Rampage. When Barry's Hound reduces a creature to 0 hit points with a melee attack on its turn, the hound can take a bonus action to move up to half its speed and make a bite attack.


Actions
Bite. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 4 ( 1d6+1 ) piercing damage. If the target is a large or smaller creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Barry's Hound Figurine


Capran Rattler Roll Initiative
Medium Construct, Unaligned
Armor Class 12 (Natural Armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3)
12 (+1)
14 (+2)
3 (-4)
10 (-)
1 (-5)
Skills Athletics +7
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands common but can’t speak
Proficiency Bonus +2 Challenge 4
Magic Resistance. The rattler has advantage on saving throws against spells and other magical effects.

Unusual Nature. The rattler doesn’t require air, food, drink, or sleep.


Bonus Actions
Battle Rattle. As a bonus action, the rattler's tail shakes and produces one effect roll 1d8 :

    1-2: Flashbang. The tail flashes with a brilliant light. All creatures within 15 feet of the rattler must make a DC 13 Constitution saving throw or be blinded until the start of its next turn.
      3-4: Poison Mist. A poison mist disperses into the air. All creatures within 15 feet of the rattler must make a DC 13 Constitution saving throw or take 13 ( 3d8 ) poison damage.
      5-6: Fear. The rattle gives a warning of danger. All creatures within 15 feet of the rattler must make a DC 13 Wisdom saving throw or become frightened.
      7-8: Confusion. A hypnotic rhythm hums from the tail. All creatures within 15 feet of the rattler must make a DC 13 Wisdom saving throw or become confused. Capran Rattlers are immune to this effect.
      On their next turn, creatures must use their action to make one weapon attack against a random creature they can see within 30 feet of them, using whatever weapon they have on hand and moving beforehand if necessary to get in range. If they are holding no weapon, they make an unarmed strike. If no creature is visible within 30 feet, they take the Dash action, moving toward the nearest creature.
Actions
Bite. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) piercing damage.
 

Capran Rattler Figurine


"Step on up and prepare yourselves for the future! Flawless, at-home security at a cost you won't believe. Be one of the lucky few to take home these fantastic machines and guarantee a lifetime of protection for what’s most important. Worry is a thing of the past with a Capran Rattler!"

~ Lacy Capran
Capran Expo Reveal

  Caraconne Lashi Roll Initiative
Medium Humanoid, Chaotic Good
Armor Class 15 (Breastplate)
Hit Points 91 (14d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3)
13 (+1)
14 (+2)
10 (-)
14 (+2)
16 (+3)
Saving Throws STR +7, CON +6
Skills Athletics +7, Perception +6
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Elven
Proficiency Bonus +4 Challenge 9
Evasive Footwork. At the start of Caraconne's turn, roll 1d6 and add the total to her AC until her next turn.

Special Equipment. Caraconne wields the Commander's Blade.

Actions
Multiattack. Caraconne makes two melee attacks with her Commander's Blade.   Commander's Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 ( 2d6+3 ) slashing damage, and the target must make a DC 13 Wisdom saving throw. If the target fails, Caraconne may use her bonus action to issue a command through her sword as if casting the spell Command.

Special
Inspirational Commander. At the start of their turn, anyone Caraconne considers an ally receives an additional 1d6 to use on their next ability check, attack roll, or saving throw.

  Huldrekall Roll Initiative
Medium Fiend, Chaotic Evil
Armor Class 14
Hit Points 37 (5d8 + 15)
Speed 0 ft., Fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2)
19 (+4)
16 (+3)
14 (+2)
12 (+1)
16 (+3)
Skills Deception +5, Intimidation +5, Perception +4
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Blindsight 40 ft., Tremorsense 120 ft., Passive Perception 12
Languages Abyssal, Common, Sylvan, Telepathy 120 ft.
Proficiency Bonus +2 Challenge 4
Incorporeal Movement. The Huldrekall can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.   Innate Spellcasting. The Huldrekall’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:   At will: dimension door   3/day each: confusion, phantasmal force   Magic Resistance. The Huldrekall has advantage on saving throws against spells and other magical effects.
  Bonus Actions
Violate Will. The Huldrekall can use a bonus action to issue a disturbing suggestion to a creature within 30 feet that can hear and understand it. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 round. While charmed, the target is compelled to perform a grotesque or degrading act that does not directly harm itself or others, such as confessing a dark secret, consuming something foul, or humiliating a stranger. If the target fails the saving throw, it rationalizes the behavior and is unaware of the Huldrekall's influence. On a success, the target becomes aware of the attempt and is immune to Violate Will for 24 hours.     Actions
Whip Lash. Melee Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 4) psychic damage. If the target is a creature, it must succeed on a DC 13 Wisdom saving throw or the next attack roll made against it before the end of the Huldrekall’s next turn has advantage.   Possess Corpse (Recharge 6). The Huldrekall disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The Huldrekall is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse’s hit point maximum in life.   While possessing the corpse, the Huldrekall retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target’s game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.   The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the Huldrekall ends its possession using a bonus action. When the possession ends, the Huldrekall reappears in an unoccupied space within 5 feet of the corpse.  
"Before we knew what they were, I referred to them as the laughing demons. We captured one near Gnome’s Landing who had made the poor soul’s family eat with the pigs. They didn’t even realize anything was wrong. The Huldrekall was on the roof waiting for us to arrive, cackling."

~ Educator Penelope Fischer
"Saint of Exorcism"

Lobs Roll Initiative
Medium Humanoid, Chaotic Good
Armor Class 16 (Natural Armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6)
12 (+1)
20 (+5)
9 (-1)
14 (+2)
7 (-2)
Saving Throws STR +9, CON +9
Skills Athletics +10, Stealth +5
Damage Immunities Cold
Senses Passive Perception 12
Languages Common, Draconic
Proficiency Bonus +5 Challenge 13
Rage (Recharges after a Short or Long Rest). As a bonus action, Lobs can enter a rage that lasts for 1 minute. The rage ends early if Lobs is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging Lobs gains the following benefits:  
  • He has advantage on Strength checks and Strength saving throws.
  • He deals an extra 3 damage when he hits a target with a melee weapon attack.
  • He has resistance to bludgeoning, piercing, and slashing damage.
Throw Anything. Lobs may use anything he finds as a ranged improvised weapon dealing 1d8 damage.

Special Equipment. Lobs carries a Javelin of Lightning that he throws at the start of combat. It recharges at dawn.

Actions
Multiattack. Lobs makes three melee or ranged attacks using his claws or improvised weapons and his breath weapon if it is available.   Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 ( 1d8+6 ) slashing damage, or 14 1d8+9 slashing damage while raging, and may Lobs may immediately use his bonus action to attempt a grapple.

Improvised Weapon. Ranged Weapon Attack: to hit, reach 30/60 ft., one creature. Hit: 11 ( 1d8+6 ) bludgeoning damage.

Javelin of Lightning. Ranged Weapon Attack: +11 to hit, reach 30/120 ft., one creature. Hit: 9 ( 1d6+5 ) piercing damage. If the command word is spoken the javelin turns into a bold of lightning, forming a line 5 feet wide that extends out from Lobs to a target within 120 feet. Each creature in the line, excluding Lobs and the target must make a DC 13 Dexterity saving throw, taking 14 ( 4d6 ) lightning damage on a failed save, or half as much on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged attack against the target. On a hit, the target takes damage from the javelin plus 13 ( 4d6 ) lightning damage.

Breath Weapon (Recharge 5-6). Lobs exhales an icy blast in a 5-foot wide, 30-foot line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 17 ( 3d10 ) cold damage on a failed save, or have as much damage on a success.

  Reactions
Storm's Embrace. Lobs targets a hostile creature he can see who is attempting to move. He calls upon the elements to freeze and bind it, reducing its speed by half.


  Mudrake Roll Initiative
Large Beast, Neutral
Armor Class 15 (Natural Armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3)
8 (-1)
15 (+2)
2 (-4)
8 (-1)
7 (-2)
Senses Darkvision 60 ft., Passive Perception 9
Languages -
Proficiency Bonus +2 Challenge 3


Mudmouth. If the mudrake bites a creature, that creature must immediately make a DC 12 Constitution saving throw. On a failed save the creature takes 1d6 necrotic damage and continues to take the damage at the end of their turn until they receive magical healing.     Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) piercing damage plus 3 ( 1d6 ) necrotic damage.
"Sure, go play with the Mudrake and die."

~ Ziggo Zygote
Cleric of Matunas

  Refurbished Thresher Roll Initiative
Large Construct, Unaligned
Armor Class 17 (Natural Armor)
Hit Points 100 (12d10 + 48)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4)
8 (-1)
18 (+4)
6 (-2)
10 (-)
7 (-2)
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands all languages but can’t speak
Proficiency Bonus +3 Challenge 8
Magic Resistance. The refurbished thresher has advantage on saving throws against spells and other magical effects.   Actions
Multiattack. The thresher makes two claw attacks and uses its Klaxon Alarm if available.


Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 ( 1d8+4 ) slashing damage.   Klaxon Alarm (Recharge 5-6). The refurbished thresher unleashes a deafening alarm in a 30 ft. radius. Each creature in that area must succeed on a DC 15 Constitution saving throw or suffer 10 ( 2d10 ) sonic damage and become deafened for 24 hours. This has no effect on creatures that are unaffected by sound or those who have become deafened. Additionally, any Klaxon Threshers within 1 mile of the alarm will be drawn to investigate the source of the disruption.     Bonus Actions
Combine Extension. If the refurbished thresher moves at least 10 feet straight toward a target and then hits with a claw attack on the same turn, the target takes an extra 8 ( 1d8+4 ) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Variant

Refurbished Threshers function as a lower challenge rating variant of the Klaxon Thresher.

"If it's cheaper and it works, who's even going to notice?"
~ Quentin Le'Cheff
First son of House Le'Cheff

  Rumblebee Roll Initiative
Medium Monstrosity, Unaligned
Armor Class 12 (Natural Armor)
Hit Points 22 (5d8 + 0)
Speed 0 ft., 40 ft. fly

STR DEX CON INT WIS CHA
16 (+3)
12 (+1)
10 (-)
2 (-4)
5 (-3)
7 (-2)
Saving Throws CON +2
Damage Immunity Poison
Senses Passive Perception 6
Languages -
Proficiency Bonus +2 Challenge 4
  Bonus Actions
Buzz Blitz. As a bonus action, the rumblebee’s wings move so quickly that it becomes hard to follow. The rumblebee’s speed increases by 30 ft. and when it makes a melee attack against a creature it does not provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.


Actions
The rumblebee makes one attack with its Stinger Splash or Honey Drip. If a creature is affected by a Honey Drip, it will use the Honey Drop.   Stinger Splash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 ( 2d8+3 ) bludgeoning damage.   Honey Drip. Ranged Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 6 ( 1d6+3 ) poison damage. A creature struck by a rumblebee’s Honey Drip must make a DC 13 Dexterity saving throw or become restrained. A creature restrained this way may be freed as an action.   Honey Drop. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 ( 3d6+3 ) piercing damage and 33 ( 8d6 ) poison damage. Upon a successful hit the rumblebee dies, leaving its stinger inside the target. At the start of the creature’s next turn, it takes an additional 12 ( 4d6 ) poison damage if the stinger remains inside. The stinger may be removed with a DC 10 Strength (Athletics) check.
"Next time the Survivors come a’knockin they’ll face the sting of the rumblebee."

~ Bars Maclaski

Shatterstaff Roll Initiative
Medium Humanoid, Lawful Neutral
Armor Class 15 (Breastplate)
Hit Points 50 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3)
12 (+1)
14 (+2)
14 (+2)
10 (-)
12 (+1)
Saving Throws STR +5, INT +4
Skills Arcana +4, Investigation +4
Senses Passive Perception 12
Languages Common
Proficiency Bonus +2 Challenge 3
Disruption. When the Shatterstaff damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration.   Magic Resistance. The Shatterstaff has advantage on saving throws against spells and other magical effects.

Special Equipment. The Shatterstaff carries a Lanyon Lantern. The lantern sheds bright light in a 30-ft. radius and dim light for an additional 10 ft. Invisible creatures and objects are visible as long as they are in the lantern's bright light.     Actions
Multiattack. The Shatterstaff makes two pike or shortbow attacks.   Pike. Melee Attack: +5 to hit, reach 10 ft., one target. Hit: 9 ( 1d10+3 ) slashing damage.   Shortbow. Ranged Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 ( 1d6+1 ) piercing damage.     Reactions
Mage Slayer. When a creature within 10 ft. of the Shatterstaff casts a spell, the Shatterstaff may use their reaction to make a melee attack against that creature.
"If you are going to come into my country at a private location, using unapproved travel magic, then you leave the Shatterstaves no choice but to prevent that from happening in the future."

~ Bradley Du'urn
Chancellor of the Tritos Dominion

  Sir Barry Roll Initiative
Medium Humanoid (Gnoll), Chaotic Evil
Armor Class 20 (Plate Armor)
Hit Points 60 (11d8 + 11)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3)
14 (+2)
13 (+1)
8 (-1)
11 (-)
9 (-1)
Skills Animal Handling +3
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Gnoll
Proficiency Bonus +3 Challenge 5

Special
Incite Rampage (Recharge 5-6). One creature that Barry can see within 30 ft. can use its reaction to make a melee attack if it can hear Barry and has the Rampage ability.

Actions
Multiattack. Sir Barry makes two attacks, either with his bite or his longbow +1, and uses his Incite Rampage if it is available.
  Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 5 ( 1d4+3 ) piercing damage.   Longbow. Ranged Weapon Attack: +7 to hit, reach 150/600 ft., one target. Hit: 9 ( 1d8+4 ) piercing damage.


Reactions
Raised by Hounds. If one of Barry's hounds dies, Barry may use his reaction to either immediatly make an attack or move up to his speed without provoking attacks of opportunity.

  Skulldug Nosher Roll Initiative
Gargantuan Monstrosity, Chaotic Evil
Armor Class 7 (Natural Armor)
Hit Points 214 (14d20 + 70)
Speed 5 ft.
STR DEX CON INT WIS CHA
18 (+4)
1 (-5)
20 (+5)
12 (+1)
10 (-)
3 (-4)
Damage Resistances Acid, Cold
Damage Vulnerabilities Thunder
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Prone, Stunned
Senses Blindsight 120 ft. (blind beyond this radius), Tremorsense within the structure, Passive Perception 10
Languages Telepathy 50 ft.
Proficiency Bonus +4 Challenge 9
False Appearance. While the Skulldug Nosher remains motionless, it is indistinguishable from an ordinary building.   Spirit Lure. Within a 1 mile radius of a Skulldug Nosher spirits can be found, luring intelligent creatures back to the building the Nosher possesses. A creature that encounters a spirit lure can make a DC 10 Wisdom (Insight) check to understand the spirit's purpose.   Detritus. When not maintaining its false appearance, the Skulldug Nosher impedes travel within it. When a creature moves into or within the Nosher, it takes 1d4 piercing damage for every 5 ft. it travels.   Actions
Multiattack. The Skulldug Nosher makes three attacks using any combination of its bite and debris.  
  Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 ( 1d12+4 ) piercing damage. If the creature is large or smaller it is grappled (escape DC 16) as the Nosher begins to chew on it. Until this grapple ends, the target is restrained and a creature grappled by the Nosher must succeed on a DC 16 Constitution saving throw at the start of the Nosher's turn or take 16 2d12+4 piercing damage.   Debris. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 10 ( 1d12+4 ) bludgeoning damage.   Swallow. The Skulldug Nosher makes one bite attack against a large or smaller creature it is grappling. If the attack hits, that creature is absorbed by the Nosher, being moved around inside the structure. While swallowed the creature is blinded and restrained, has total cover against attacks and other effects outside the Skulldug Nosher, and it takes 28 ( 8d6 ) slashing damage at the start of its turn.   If the Skulldug Nosher takes 30 damage or more in a single turn from a creature inside it, the Nosher will regurgitate all swallowed creatures, which fall prone where they began. If the Skulldug Nosher dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 ft. of movement, exiting prone.   Special
Possession. At the start of the Skulldug Nosher's turn it will attempt to possess a creature that is hostile toward it, DC 16 Constitution saving throw. A creature possessed in this way is drawn deeper into the Nosher, using its entire next turn to move as far from the exits as possible. A creature possessed in this way does not take damage from the Skulldug Nosher's detritus ability.

Skulldug Nosher

Skulldug Nosher


"Halflings hear cautionary tales about the house that hungers at a very young age. I'm always worried about a house that doesn't feel like a home."

~ Brandi Unwater
Chosen of Temilian

Skulldug Nosher art by Yury Nikifarau.

  Witchling Roll Initiative
Small Fey, Chaotic Evil
Armor Class 14 (Leather Armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1)
16 (+3)
12 (+1)
10 (-)
12 (+1)
10 (-)
Skills Acrobatics +5, Deception +2, Perception +3, Stealth +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13
Languages Telepathy 50 ft.
Proficiency Bonus +2 Challenge 1/2


Stealth Expertise. Witchlings have expertise in Dexterity (Stealth).


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 plus 7 ( 2d6 ) poison damage.   Special
Noxious Departing. When the witchling dies, noxious fumes spread out from it in a 10 ft. radius as its body and possessions, other than metal or magic objects, dissolve. Any creature in the area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute.
"Witnessing a witchling work is like watching death itself. They don't care for their own well-being, only for the inevitable end they crave but cannot embrace, imposing it on others instead."

~ Soulpyre Fizzlesticks
The Feybreaker
Educator of the Odelian Order

  Witchling Prodigy Roll Initiative
Medium Fey, Chaotic Evil
Armor Class 15 (Studded Leather Armor)
Hit Points 13 (5d8 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1)
17 (+3)
12 (+1)
10 (-)
14 (+2)
13 (+1)
Skills Acrobatics +8, Deception +3, Perception +4, Stealth +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 14
Languages Telepathy 50 ft.
Proficiency Bonus +2 Challenge 2
Dexterous Expertise. Witchlings have expertise in Dexterity (Acrobatics) and (Stealth).

Actions
Multiattack. The witchling prodigy makes two shortsword attacks.   Shortsword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) slashing damage plus 7 ( 2d6 ) poison damage.   Special
Hex. The witchling prodigy casts Hex, requiring no spell components and using Wisdom as its spellcasting ability.   Poisonous End. When the witchling prodigy dies, poisonous vapor spreads out from it in a 10 ft. radius as its body and possessions, other than metal or magic objects, dissolve. Any creature in the area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 7 ( 2d6 ) poison damage and is poisoned for 1 minute. On a successful save the creature takes half as much damage and isn't poisoned.
"There are few poisons more deadly than the blood of the bigger witchlings. It's better to keep your distance if you can, they always manage to leave their mark."

~ Devrem "D" Wolfborne
Chosen of Groman
Leader of the Order of the Veil


Articles under RKA: Stat Blocks


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