Nissling
Introduction To Nisslings
The men glared down at their friends. Three of them were snoring as one or two small quarrels stuck out of their bodies. The fourth man lay unmoving and still, his open eyes as dead as the rest of him. Six of the little quarrels were stuck in his body. All their belts, sheathes, belt purses and packs were gone while their weapons were left on the ground where they had fallen from their hands. The dead man had his midriff neatly cut open and his liver was missing. "Well, at least they didn't steal their livers," one of the men said to his two companions as he pointed to the three sleeping men. "Saw us comin'," a second man said. "Now shut yer trap an' git t' carryin' em back t' camp afore them nisslin's come back." They pulled out all the little quarrels before each man grabbed one of their fallen friends. With much cussing under their breaths, they hauled them back to their camp which had nets stretched over it. Leafy branches had been spread over the nets to hide it from sky attacks. Captain Four had insisted on bringing the nets and then using them over their camps every day of their expedition. This was the first day her men truly appreciated them.Nisslings believe their kind was created by the mysterious dragon god MoorDoon. How MoorDoon created them is as much a mystery as is what kind and color of dragon MoorDoon is. They believe MoorDoon gave them their wings as well as their tails which they take great pride in. Tail bands and such are the height of fashion amongst nisslings who have little use for clothes other than for warmth if they find themselves in cold places. They do wear belts and harnesses to carry their tools and pouches. The night is their day as their eyes are adapted to darkness. When it comes to hunting, if it moves, it's probably meat, and thus, meant to be eaten. Nisslings do not go out of their way to hunt people, but they do love a good raid. It is the liver of the fallen that is considered fair food and is to be shared with the victorious. This includes the livers of nisslings who have fallen. To leave a fallen nissling's liver is an affront to that nissling's soul who, according to the MoorDoon teachings, will then haunt the tribe who left its liver behind. The nisslings believe MoorDoon taught them their tribal way of life and methods for them to stand as equals in a world filled with bigger folk. Nisslings love to craft traps and set them throughout their tribal lands and within their lairs, to not only catch prey but to keep out invaders. Bows sized for a nissling are not well suited against the bigger folk so they make crossbows instead. Even then, their darts are small but MoorDoon taught them the art of poison. Most recently, nisslings have discovered that by placing thin windows of dark colored glass over their eyes, held into place with leather straps, they can protect their eyes from the light.
MoorDoon's Secret
DnD 5e Stat Blocks
Nissling Egg
Generic Variant
Common
A three inch oblong white egg covered in brown speckles.
HARDNESS: 12 HP: 3
Nissling Hatchling
STR
7 -2
DEX
16 +3
CON
9 -1
INT
8 -1
WIS
7 -2
CHA
8 -1
Pack Tactics: The nissling has advantage on an attack roll vs a creature if there is a nissling ally that is not incapacitated within 5' of the attack's target Proficiency: 0 Sunlight Sensitivity: when in bright light or sunlight, they have disadvantage on attack rolls and on PErception Rolls using sight. This can be negated by their Goggles of Day (protects eyes from brightness)
Actions
Bite Melee Weapon Attack: +3 to hit 1d20+3 , reach 5ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage Claw Melee Weapon Attack: +3 to hit 1d20+3 , reach 5ft., one target. Hit: 6 (1d6+3) 1d6+3 slashing damage
Suggested Environments
Any land.
Nissling CR: 1/4
STR
7 -2
DEX
16 +3
CON
9 -1
INT
8 -1
WIS
7 -2
CHA
8 -1
Pack Tactics: The nissling has advantage on an attack roll vs a creature if there is a nissling ally that is not incapacitated within 5' of the attack's target Proficiency: +2 Sunlight Sensitivity: when in bright light or sunlight, they have disadvantage on attack rolls and on PErception Rolls using sight. This can be negated by their Goggles of Day (protects eyes from brightness)
Actions
Bite Melee Weapon Attack: +5 to hit 1d20+5 , reach 5ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage Claw Melee Weapon Attack: +5 to hit 1d20+5 , reach 5ft., one target. Hit: 6 (1d6+3) 1d6+3 slashing damage Light Crossbow Ranged Weapon Attack: +5 to hit 1d20+5 , range 80'/320', one target. Hit: 7 (1d8+3) 1d8+3 piercing damage plus scumfroggo poison CON DC: 12 or sleep for 10 minutes (HOMEBREW RULE: and one Poison Point which gives -1 to all d20 rolls and is removed with a CON DC: 10 or higher AFTER a long rest. If failed, cannot roll again until the end of another Long Rest. The points will stack. If the target takes 6 Poison Points they will die, no save.)
Suggested Environments
Any land.
Nissling ShooShoo CR: 1/4
STR
7 -2
DEX
15 +2
CON
12 +1
INT
8 -1
WIS
7 -2
CHA
8 -1
Pack Tactics: The nissling has advantage on an attack roll vs a creature if there is a nissling ally that is not incapacitated within 5' of the attack's target Proficiency: +2 Sunlight Sensitivity: when in bright light or sunlight, they have disadvantage on attack rolls and on PErception Rolls using sight. This can be negated by their Goggles of Day (protects eyes from brightness)
Actions
Bite Melee Weapon Attack: +4 to hit 1d20+4 , reach 5ft., one target. Hit: 5 (1d6+2) 1d6+2 piercing damage Claw Melee Weapon Attack: +4 to hit 1d20+4 , reach 5ft., one target. Hit: 5 (1d6+2) 1d6+2 slashing damage Poisoned Handaxe Poison on handaxe last for three sucessful hits before more can be applied as a bonus action. Melee and Range Weapon Attack: +4 to hit 1d20+4 , reach 5ft or range 20'/60', one target. Hit: 5 (1d6+2) 1d6+2 slashing samage plus scumfroggo poison CON DC: 12 or sleep for 10 minutes (HOMEBREW RULE: and one Poison Point which gives -1 to all d20 rolls and is removed with a CON DC: 10 or higher AFTER a long rest. If failed, cannot roll again until the end of another Long Rest. The points will stack. If the target takes 6 Poison Points they will die, no save.) Weapon Invention: The ShooShoo has 8 options it removes from its pack taking its full action to carry out this attack, each usable only once. Choose or roll a 1d8 1d8 : 1 and 4 and 7. Hissy Ooze: The ShooShoo hurls a flask of Hissy Ooze. Ranged Weapon Attack: +4 1d20+4 to hit, range 5'/20', one target. Hit: 6 (2d6) 2d6 acid damage. (Has a total of 3 flasks) 2 and 5 and 8. Sticky Fire: The ShooShoo throws a flask of sticky fire. Ranged Weapon Attack: +4 1d20+4 to hit, range 5'/20', one target. Hit: 2 (1d4) 1d4 fire damage plus at the start of that creature's turn is can roll DEX DC: 14 to extinguish the flames or take the fire damage again 1d4 . (Has a total of 3 flasks) 3 and 6. Slop Pot: The ShooShoo throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 1d20+4 to hit, range 5'/20', one target. Hit: the target is covered in green slime that devours flesh, organic material, and metal on contact, dealing 5 (1d10) 1d10 acid damage each round it is on the target. Sunlight, cold, fire, or radiant damage destroys the green slime. Scraping works as well but takes an entire turn to do so. (Has a total of 2 pots)
Suggested Environments
Any land.
Nissling TrapSsap CR: 1/2 or 1 depending on how many traps wounded the enemy before confrontation
STR
7 -2
DEX
16 +3
CON
12 +1
INT
16 +3
WIS
13 +1
CHA
8 -1
Pack Tactics: The nissling has advantage on an attack roll vs a creature if there is a nissling ally that is not incapacitated within 5' of the attack's target Proficiency: +3 Sunlight Sensitivity: when in bright light or sunlight, they have disadvantage on attack rolls and on PErception Rolls using sight. This can be negated by their Goggles of Day (protects eyes from brightness) Thief's Tools: The trapssap is proficient with thieves tools and is seldom without them. If its tools are taken away or lost, it can craft new ones within 30 minutes after finding metal or junk. Traps And Snares: The trapssap excels at setting traps with DC: 16 With its tools and basic materials, it can set a trap within 5 minutes. 1. CHokieSmokie when triggered, this trap spews out enough smoke to fill a 20-foot-sphere and area is heavily obscures. All air breathers in the area roll CON DC: 16 or get -1 to ALL d20 rolls while in it and for 1d4 1d4 rounds after leaving area. A strong wind can remove the smoke in 1 round. 2. NabJab a poisoned sliver hidden in a lock, box, carpet, door handle, cup, bowl, etc. When triggered, the NabJab makes a Melee Weapon Attack: +6 1d20+6 to hit, reach 0ft., one target. Hit: 2 (1d4) 1d4 piercing damage plus CON DC: 16 or take 12 (4d6) 4d6 poison damage (HOMEBREW RULE: and one Poison Point which gives -1 to all d20 rolls and is removed with a CON DC: 10 AFTER a long rest. If failed, cannot roll again until the end of another Long Rest. The points will stack. If the target takes 6 Poison Points they will die, no save.). On a success take 1/ damage (HOMEBREW RULE: and no Poison Point). 3. SwatssySswing when triggered a great weight, spike, or a blade swings into the victim, the first target in its path. Melee Weapon Attack: +6 1d20+6 to hit, reach 0 ft., one target. Hit: 10 (2d10) 2d10 blundgeon, pierce, or slash damage, depending. 4. FlingSstring a hidden loop of rope, etc. fixed to a counter weight. When triggered victim must make a DEX DC: 16 or be yanked into the air by their foot and suspended upside down 5 feet above the ground and is considered restrained. ESCAPE DC: 16 or cute the rope AC: 10 HP: 5.
Actions
Bite Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage Claw Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 6 (1d6+3) 1d6+3 slashing damage Light Crossbow Ranged Weapon Attack: +6 to hit 1d20+6 , range 80'/320', one target. Hit: 7 (1d8+3) 1d8+3 piercing damage plus scumfroggo poison CON DC: 12 or sleep for 10 minutes (HOMEBREW RULE: and one Poison Point which gives -1 to all d20 rolls and is removed with a CON DC: 10 or higher AFTER a long rest. If failed, cannot roll again until the end of another Long Rest. The points will stack. If the target takes 6 Poison Points they will die, no save.)
Suggested Environments
Any land
Okay these freak me out. O_O
Too low they build who build beneath the stars - Edward Young
Thanks ... they are meant to be creepy and cute ... and deadly
PANGORIO
andHYPNOSIUM