Attercroppe — fantasy monster illustration. Attercroppe is a tiny fey (Challenge Rating 1/2).

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Attercroppe

Tiny Fey, chaotic evil

AC
14
HP
21
Speed
20
CR
1/2

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


Armor Class 14

Hit Points 21 (6d4+6)

Speed 20 ft., climb 20 ft., swim 30 ft.


STR
8 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
15 (+2)

Saving Throws Dex +6

Skills Stealth +6, Acrobatics +6, Perception +5

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Aquan, Common, Sylvan

Challenge 1/2


Traits

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

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Attercroppe — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022