Skip to main content

Rapscallion




Most people might find these dwarf-sized, racoon-like creatures adorable. They don't realize that the bandit-like mask and black striations amid its auburn fur are actually ophidian scales. The rapscallion's deft hands end in strange, notched talons that resemble keys, but still prove sharp when the need arises. Whenever the monstrosity yawns its snake-like fangs and elastic jaw are on full display.


Tramps and Thieves. Rapscallions have cunning and mischievous minds stronger than that of the simple animal they often portray. The creatures use their cute nature as well as natural pheromones to lull victims into a false sense of security before robbing them blind. Those they can't win over are distracted by ghost sounds and illusionary lights. Most often the furry reptiles swipe food and whatever shiny thing catches their fancy. Down into the gullet these items go, shunted off to an extradimensional space linked to one of the creature's strange organs. While they don't comprehend language, it is not unheard of for a rapscallion to be trained by a unscrupulous ring master or crime lord for more complex snatch and grabs.


Rapscallion

Medium monstrosity, chaotic neutral

Armor Class 14 (Natural armor)

Hit Points 33 (6d8 + 6)

Speed 30ft

Climb 10ft

Swim 20ft

Str 11 Dex 13 Con 12 Int 8 Wis 6 Cha 9

Skills Stealth +3

Senses darkvision 60 ft., passive Perception 8

Languages-

Challenge 1 (200 XP)

Hold Breath.

The rapscallion can hold its breath for 30 minutes.

Innate Spellcasting (at will).

The rapscallion can innately cast Dancing Lights, Mage Hand and Minor Illusion. Its innate spellcasting ability is Intelligence.

Locksmith.

The rapscallion can magically alter its claws to adjust their length and notching. Because of this the rascallion is considered to have a set of thieves tools and be proficient with them for the purpose of picking locks.

Consume Goods.

As an action, the rapscallion can unhinge its jaw and swallow objects of Tiny size or smaller. These objects are transported by an uncanny organ to an extradimensional space not unlike a bag of holding. This organ can hold up to 50 pounds not exceeding a volume of 6 cubic feet.


As an action, the rapscallion can vomit up an object contained within this organ into its square or a square within 5ft. When the rapscallion is slain all items stored in the organ flow seamlessly from its maw in a 15ft cone across the ground or floor.

Actions

Claws.

Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Bite.

Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Pheromone Spray (Recharge 6).

The rapscallion expels a calming musk in a 20ft radius that fosters empathy for the monstrosity in the creatures around it. All creatures that need to breathe within the area of effect must succeed on a DC 11 Wisdom save or be Charmed by the rapscallion for the next hour. If the rapscallion attacks a creature the Charmed effect automatically ends. Rapscallions are immune to this effect.


Individual rapscallions may contribute to the pheremone spray, increasing its potency. A rapscallion after the first that uses its action to Pheromone Spray before Initiative Count 20 of the next round adds 1 to its Pheromone Spray DC for every rapscallion that used Pheromone Spray before it that round.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned