Witchling


  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
 
Description
Witchlings are dark-skinned, Otherwyld creatures marked by intricate scarred tattoos and adorned with masks, displaying a unique designs. Crafted by the insidious Mother Malign, these creatures serve as relentless assassins, dispatched on suicidal missions. Despite their role, the poisonous payload within them causes excruciating pain, fueling their desire for a swift end. Known for their taunting and belligerent behavior, witchlings engage in psychological warfare as much as physical.

History
Conjured into existence by Mother Malign, witchlings have been unleashed upon Dromaria to sow chaos and assassinate important figures. Following Mother Malign's recent defeat, witchlings have remained, continuing their destructive tendencies and aligning themselves with other evil entities.

Tactics
Witchlings employ stealth and guile, working in packs to spy on and ambush their targets, particularly when they are most vulnerable, such as during sleep. Bereft of a commanding presence, they defer to the eldest among them, or, if a witchling prodigy is present, will follow its lead. Notoriously unpredictable, they embody the chaos typical of fey entities. If facing certain death, a witchling will always try to die next to an enemy, hoping to poison them in its final moments.


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