Wyrdling

Medium Humanoid. CR 1, AC 12, 40 HP. Traits: Intuition, Read Fate.

Armor class
12
Hit points
40
Challenge
1
Creature type
Humanoid
Size
medium

Stat block

Cha
14
Con
12
Dex
14
Int
12
Str
10
Wis
20
Speed
Walk: 30
Senses
-
Skills
Actions
  • Psychic Burst. _Melee or Ranged Spell Attack:_ +5 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 13 (3d6+3) psychic damage.
Languages
Common
Reactions
  • Call on Fate. When the wyrdling is attacked by a creature it can see, it can pluck the strands of fate around the creature, imposing disadvantage on that attack roll. If the attack misses, the wyrdling or one friendly creature it can see within 30 feet of it has advantage on the next attack roll it makes against the attacker before the end of the wyrdling's next turn.
Saving throws
Wisdom: 5; Charisma: 2; Strength: 0; Dexterity: 2; Constitution: 1; Intelligence: 1
Special abilities
  • Intuition. The wyrdling rolls two dice for initiative, taking the higher number. In addition, the wyrdling has advantage on WIS (Insight) checks.
  • Read Fate. The wyrdling can spend 1 minute communing with fate on behalf of one creature that remains within 10 feet of it for the duration. The creature must ask a single question concerning a specific goal, event, or activity to occur within 7 days. At the end of the minute, the wyrdling pronounces the result of the target's inquiry. This trait works like the divination spell, except it can't be used to answer a specific creature's question more than once every 3 days, regardless if the creature asks a different question.
Damage resistances
psychic,charmed,frightened

Source and licence

From Black Flag Reference Document.

Licence: ORC License.

Every licence notice Tavern Bag relies on.