Attercroppe

Emerging from the water with barely a ripple is a slender, serpentine creature with human arms and a wicked grin on its wide, lizard-like mouth. The creature is no more than a foot long and has pale g

Armor class
14
Hit points
21
Challenge
0.5
Creature type
Fey
Size
Tiny
Alignment
chaotic evil

Emerging from the water with barely a ripple is a slender, serpentine creature with human arms and a wicked grin on its wide, lizard-like mouth. The creature is no more than a foot long and has pale green skin and blood-red eyes._
Ophidian Fey. While attercroppes have a vaguely snakelike appearance, they are not cold-blooded creatures and have nothing but disdain for true snakes and reptilian creatures like lizardfolk and nagas. They hate other creatures just as much and despise everything that is beautiful and pure in the world.
Poisonous Fey. Attercroppes radiate supernatural poison from their bodies. While their poisonous aura cannot harm living creatures directly, it is remarkably good at poisoning fresh sources of drinking water, such as wells and ponds. Rivers, streams, and lakes are usually too large for a single attercroppe to poison, but several attercroppes working together can poison a larger body of still or slow-moving water.
Fey Enemies. Water-dwelling fey, such as Open Game License

Stat block

Cha
15
Con
12
Dex
18
Int
11
Str
8
Wis
13
Speed
Swim: 30; Walk: 20; Climb: 20
Senses
darkvision 60 ft., passive Perception 15
Skills
Stealth: 6; Acrobatics: 6; Perception: 5
Actions
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Languages
Aquan, Common, Sylvan
Saving throws
Dexterity: 6
Damage immunities
poison
Special abilities
  • Poisonous Aura. The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour.
  • Water Invisibility. While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action.
  • Innate Spellcasting. The attercroppe's spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components: At will: poison spray 3/day each: create or destroy water, fog cloud 1/day each: misty step, suggestion
Condition immunities
poisoned

Source and licence

From Tome of Beasts 2.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.