Enkki (5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Rlyehable (talk)
Date Created: 2018-05-21
Status: 3rd draft
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article
Enkki by Rlyehable


Enkki Overview[1]

Enkki Description[edit]

Enkki are small fey that appear to be anthropomorphic hedgehogs. They stand 2-3 feet tall and weigh 30-35 pounds. Their fur can range from gray to reddish-brown and the tips of their quills range from tan to white. Enkki wear little clothing, but do often have vanity items (boots, hat, vest, belt, or pouch).

They are natural sorcerers that draw on the Wild Magic. They also have the ability to imbue this magic temporarily into objects to make charms, fetishes, and potions.

Enkki are omnivores, being able to sustain themselves on both plant and animal matter, but they prefer meat (especially that of large insects and worms, if available).

Long ago the Enkki left the Feywild (see The Quest below), and now it is rare to find one in the feywild.

The Quest[edit]

At least two versions of history give different reasons for the Enkki to have left the Feywild.

The first was that they left to learn the full depth, length and breadth of the source of magic (known as The Weave in Faerûn, and by other names in other settings). This pilgrimage has lasted for eons, and may never end as magic seems to keep changing.

The second was that their drawing on Wild Magic, and its side-effects, caused such a disruption that the Queen of Winter banished them from the Feywild until they learned all that can be known about wild magic, how to fully control it, and report back to her the full sum of that knowledge.

Whatever the reason for the Quest, Enkki have been encountered in every habitat, from arctic to burning desert, but most often near settlements and cities, seeking to learn more about the nature of magic.

Society[edit]

Enkki divide themselves into small family groups. These groups are usually nomadic, traveling from town to town. Often they will pull their small wagons into a circle outside of town. In town they usually sell small magic charms, tell stories, and preform magic tricks to earn coin for any supplies they need. If there is a Sorcerer or Wizardry school, they will often visit them to gain knowledge (see The Quest (above)).

They are fiercely loyal to their families, of which there are generally a good number of cubs. The cubs often will outnumber the adults by a large factor. However, if a group exceeds 30 adults, the group will often divide and go separate ways. Different family groups are usually cordial with each other, sharing knowledge and cross-referencing notes. However, sometimes there is territorial conflicts.

Their wagons are often pulled by Giant Fire Beetles, which the Enkki breed for the purpose.

Common Traits[edit]

Innate Spellcaster. Enkki are innate spellcasters tapping into Wild Magic. The enkki's innate spellcasting ability is Charisma. They know four sorcerer cantrips and two sorcerer spells. It can innately cast the following spells, requiring no material components:

Cantrips (at-will): cantrip 1, cantrip 2, cantrip 3, cantrip 4
1st level (2/day): spell 1, spell 2

If the enkki has spell slots, the enkki may also cast these spells using its spell slots.

Wild Magic. When an Enkki casts a spell of 1st level or higher, roll a d20. On the result of 1, roll on the Wild Magic Surge table on p.104 PHB 5e or you can use the Abbreviated Wild Magic Surge Table (below).

Magical Advantage. The Enkki can use gain advantage on one attack roll, ability check, or saving throw. The enkki cannot use this ability again until it finishes a Long Rest or uses a spell of 1st-level or higher.

Sense Magic. Enkki can sense magic within 30 feet of themselves. If they use an action to concentrate 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.

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.

List of Enkki Articles[edit]

Enkki as Monsters[edit]

(3 official and unofficial Enkki)

Name Type Subtype Size HP CR (XP) Alignment Habitat Source
Enkki Overview Overview Fey, Enkki Arctic, Coastal, Desert, Feywild, Forest, Grassland, Hill, Mountain, Shadowfell, Swamp, Underdark, Underground Rlyehable
Common Enkki Fey Enkki Small 6 1/4 (50) Chaotic Neutral Arctic, Coastal, Desert, Feywild, Forest, Grassland, Hill, Mountain, Shadowfell, Swamp, Underdark, Underground Rlyehable
Enkki Sorcerer Fey Enkki Small 31 6 (2,300) Chaotic Neutral Arctic, Coastal, Desert, Feywild, Forest, Grassland, Hill, Mountain, Shadowfell, Swamp, Underdark, Underground Rlyehable


Sources and Notes[edit]

  1. user:Rlyehable Created:2018-05-21. Licensed: CC-BY-SA.

Back to Main Page5eMonsterFey

Facts about "Enkki (5e Monster)"
AuthorRlyehable +
Canontrue +
FeaturesInnate Spellcaster +, Wild Magic +, Magical Advantage +, Sense Magic +, Fey Minds + and Quills +
HabitatArctic +, Coastal +, Desert +, Feywild +, Forest +, Grassland +, Hill +, Mountain +, Shadowfell +, Swamp +, Underdark + and Underground +
Identifier5e Monster +
RatingUndiscussed +
SubtypeFey + and Enkki +
SummaryAnthropomorphic fey hedgehogs that are natural sorcerers. +
TitleEnkki +
TypeOverview +