Legendary Latchkey
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.
Shadowy Sadist. Unlike other latchkeys, the Manfred Moppet doesn’t sneak into houses to steal objects or children. He does so to torture the occupants and sate its bloodlust. The moppet not only can unlock doors and windows with a knock, he can close and lock them with a gesture. Worse yet, smothering darkness is its primary weapon and his pure-white eyes pierce it as easily as his claws do a mortal’s abdomen. There is nothing he loves more than chasing a mortal into a corner, enrobing them in gloom, waking the rest of a house with their tortured screams, and then tossing their parts at their loved ones before assaulting them too.
Manfred Moppet
small fey, neutral evil
Str 16 Dex 16 Con 14 Int 13 Wis 8 Cha 15
Senses darkvision 60 ft., passive Perception 9
Curdle the Blood.
If the latchkey hits a frightened creature with its claws attack it deals an additional 9(4d4) 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.Unnatural Sight.
The Manfred Moppet's darkvision functions in magical darkness.
Actions
Multiattack.
The latchkey may make a bite attack and two claws attacks as one action.
Bite.
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage.
Claws.
Melee Weapon Attack: +6 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 13 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.
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