Homebrew
Hasslich Scout CR: 1
Small , usually chaotic neutral
Armor Class: 15 (Leather Armour)
Hit Points: 10hp (2d8+2) 2d8+2
Speed:
30 ft
Skills: Self Preservation: If a Hasslich drops below half health, they become Frightened. If they are frightened in this way, they are still able to attack but their priority is to withdraw from combat.
Play Dead: If Hasslich would drop to 0hp and would take less than the damage needed to drop them to -10hp, they play dead instead of dying and are almost indistinguishable from dead ones.
Senses: Darkvision up to 40ft.
Challenge Rating: 1
Actions
Handpick: Melee Weapon Attack, +6 to hit, reach 5ft, one target. Hit : 4 (1d6+1)
Battle Dagger: Melee Weapon Attack, +4, reach 5ft, one target. Hit: 10 (2d8+2). Cannot be used for opportunity attacks.
Reactions
Tactical Retreat: If a Hasslich is Frightened and takes melee damage, it can move 5ft directly away from the attacker without taking opportunity attacks. This can only happen once per round.
Group Vengeance: If a hostile target makes a move that would normally give an opportunity attack, and has attacked a Hasslich this turn, the Hasslich instead makes an opportunity attack with an extra +2 to hit.
Lair Actions
Vision Memory: Spending their lives memorising their Colonies, Hasslich Darkvision extends to 80ft when in a Colony.
Call of the Mob: If a Hasslich deems a battle unavoidable and unwinnable, they can let out a cry for help that summons any nearby Hasslich to join the fight.
Hasslich Colonies are vast underground complexes of intertwining tunnels and chambers, a lethal maze to protect the Hasslich from threats.
Hasslich are short, hunched goblin-like humanoids that dwell deep underground. When they do come out of their tunnel networks, or Colonies as they call them, they often travel in large expedition groups that spend as little time topside as possible, hurrying to go home.
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