Hinderling

Small Fey, chaotic neutral

Armor Class 13

Hit Points 13 (3d6+3)

Speed walk +30, climb +20

Challenge 1/4

STR
11
+0
DEX
17
+3
CON
13
+1
INT
9
-1
WIS
15
+2
CHA
13
+1

Saving Throws cha +3, wis +4

Skills perception +2

Senses darkvision 60', passive Perception 14

Languages Common, Sylvan

Special Abilities

Aura of Misfortune. Creatures within 15 ft. of it treat attack rolls of 20 as 19 and can't gain advantage on ability checks attacks and saves.

Rejuvenation. While hinderling curse remains on a victim a slain hinderling returns to life in 1 day regaining all its hp and becoming active again. Hinderling appears within 100' of victim.

Actions

Stolen Belonging. Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) bludgeoning damage.

Hurl Stolen Belonging. Ranged Weapon Attack: +5 to hit 20/60' one target 5 (1d4+3) bludgeoning damage.

Mad Dash. Moves up to twice its speed and can move through space of any creature that is Med or larger. When it moves through a creature's space creature must make DC 13 Dex save or fall prone. This move doesn't provoke opportunity attacks.

Bonus Actions

Nimble Escape. Takes the Disengage or Hide action.

Reactions

Run and Hide. When a creature hinderling can see targets it with weapon hinderling chooses another creature within 5 ft. as attack's target then moves up to half its speed with o provoking opportunity attacks.

Source: Tome of Beasts 3 · OGL/Open