The pint-size fey fairly imitates a human child. The dire moppet's head is a covered with a messy mop of straw-colored hair that nearly covers pointed ear tips. Its nails are blood-red and hooked. The latchkey's nose is a bit too sharp, its mouth a bit too small; at least until it giggles. The latchkey's mirth stretches its mouth from ear-to-ear and sounds like a doorchime and giggle mixed. It's teeth are wide and square. The terror-tot wears a smock patched with bright-colored swatches and tall boots with elfin toes.
Thief in the Night. While latchkeys are naturally mischievous creatures who adore scaring the life out of mortals, they more often prowl the material plane at the behest of a fey noble. Sometimes, they are sent in to scout out points of interest so the noble's other retainers know what trouble they might encounter when securing the area. Their usual tasks, however, center around pilfering items or mortal children the greater fey desires. The latchkeys are quite adept at breaking and entering, and their abilities help distract any guards they might encounter. They always demand their payment in sweets.
Latchkey
small fey, neutral evil
Str 16 Dex 14 Con 13 Int 12 Wis 8 Cha 14
Curdle the Blood.
If the latchkey hits a frightened creature with its claws attack it deals an additional 7 (3d4) slashing damage.
Innate Spellcasting (at will).
The latchkey can innately cast Minor Illusion. Its innate spellcasting ability is Charisma (DC 12 +4 to hit with spell attacks).
Magic Resistance.
The fey has advantage on saving throws against spells and other magical effects.
Rattle the Knob.
The latchkey automatically unlocks any chest, door, window and the like they touch if the lock's DC is 15 or less. It also automatically disarms any traps attached to such items with a disarm DC of 15 or less.
Actions
Multiattack.
The latchkey may make a bite attack and claws attack as one action.
Bite.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Sinister Laughter (Recharge 5-6).
The latchkey giggles with the sound of a door chime. All creatures that can hear the latchkey within 30ft must succeed on a DC 12 Wisdom save or be frightened of it for the next minute. At the end of each of its turns, an affected creature may repeat this save with the effect ending on success.
Comments
Post a Comment