Common Enkki (5e Monster)

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Author: Rlyehable (talk)
Date Created: 2018-05-21
Status: 1st draft
Editing: Clarity edits only please
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Enkki by Rlyehable
Common Enkki
Small Fey (Enkki), Chaotic Neutral
Armor Class: 11 (14 with mage armor)
Hit Points: 6 (2d6-1)
Speed: 25 feet, Burrow 10 feet
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 8 (-1) 9 (-1) 9 (-1) 16 (+3)
Skills: arcana +4, stealth +4
Senses: Darkvision 60 feet, passive Perception 10
Languages: Common, Sylvan
Challenge: 1/4 (50 xp)Proficiency Bonus (PB): +2
Natural Sorcerers. Enkki are natural sorcerers tapping into Wild Magic. Common enkki are 1st level sorcerers. Charisma is their spellcasting ability (spell save DC 13, spell attack bonus +5). They know four cantrips and two 1st level sorcerer spells. They have two 1st level spell slots. A typical enkki might have:
Cantrips (at-will): fire bolt, message, minor illusion, ray of frost
1st level (2 slots): mage armor, magic missile

Wild Magic Surge. When an Enkii uses a spell of 1st level or higher, roll a d20. On the result of 1, roll on the Alternate Wild Magic Surge Table (below) or use the Wild Magic Surge table on p.104 PHB.

Tides of Chaos. The Enkii can use this ability to gain advantage on one attack roll, ability check, or saving throw. However, when it does so, the next spell cast (of 1st level or higher) causes a roll on a Wild Magic Surge Table.

Sense Magic. Enkki can sense magic within 30 feet of themselves. If they use an action to oncentrate on the magic, they can determine its school, if any.

Fey Minds. Enkki have advantage on saving throws against enchantment spells and magic.

Quills. A melee attack made by an unarmed strike or natural weapon (such as a claw or bite) or an undesired Touch range spell will take 1d4 piercing damage. In addition, melee weapon attack against them that rolls a natural 1 will also cause the attacker to take this damage.

Actions

Spellcasting. Enkki may cast one spell they know, either a cantrip or expend a spell slot. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. Sling. Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.


Alternate Wild Magic Surge Table

d20 Effect
1 All creatures within 10 feet gain a fly speed of 30 feet for 1 minute.
2 All creatures within 10 feet gain 10 hit points up to their hit point maximum
3 Clingy vines sprout from the ground. The area around you is difficult terrain in a 120 foot radius.
4 All creatures within a 20 foot radius become 1 size larger for 1 minute. Their Strength and Constitution scores increase by 1 during this effect.
5 Within a 60 foot radius all creatures skin becomes a random color. Roll a d6

1. Red, 2. Orange, 3. Yellow, 4. Green, 5. Blue, 6. Purple

6 1d6 random CR1 beasts appear within a 30 foot radius of the caster.
7 A fireball lands in a random spot within 60 feet of the caster. It does 8d6 fire damage to all creatures that fail a DC 13 Dexterity saving throw or half as much on a successful save.
8 A purple cloud covers the caster in a 60 foot radius, heavily obscuring the area. The cloud dissipates after 1 minute.
9 All enemies within 60 feet gain 1 level of exhaustion.
10 All creatures within 20 feet become invisible for 1 minute. Casting a spell or making an attack ends the invisibility on that creature.
11 All creatures within 20 feet gain truesight
12 All dead creatures within 60 feet become skeletons or zombies.
13 Lighting strikes a random 20' radius spot within 60 feet of the caster. It does 8d6 lightning damage to all creatures that fail a DC 13 Dexterity saving throw or half as much on a successful save.
14 A Swarm of Insects (random type) appears within 60 feet of the caster.
15 1d8 Shriekers appear in unoccupied spaces within 100 feet of the caster.
16 An antimagic field covers a random spot within 60 feet of the caster.
17 An cylinder of bright light 100 feet radius and 100 feet high, centered on the caster, appears. dim light radiates 50 feet beyond the edges of the cylinder. This light lasts for the next week (and does not move with the caster).
18 Vague whispers, moans, creaking noises, snaps, animal noises, and other harmless, but annoying sounds randomly project from varied locations over the next month within a 1 mile radius.
19 Everyone within a 1 mile radius has their language scrambled. They no longer can understand or speak Common. Instead they gain the same, random, language. They treat this language as if it were Common, not knowing that they are speaking a different language.
20 The caster regains its highest spent spell slot.

Enkki Description[edit]

Enkki appear to be anthropomorphic hedgehogs. See Enkki for full details.


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Rlyehable's Homebrew (168 Articles)
Rlyehablev
AlignmentChaotic Neutral +
AuthorRlyehable +
Challenge Rating1/4 +
Experience Points50 +
FeaturesNatural Sorcerers +, Wild Magic Surge +, Tides of Chaos +, Sense Magic +, Fey Minds +, Quills +, Spellcasting +, Dagger +, Sling + and {{{feature1}}} +
Hit Dice2d6-1 +
Hit Points6 +
Identifier5e Monster +
RatingUndiscussed +
SizeSmall +
SortTextEnkki Common +
SubtypeEnkki +
TitleCommon Enkki +
TypeFey +