Pisky (a new monster/potential warlock familiar)...

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Cyber-Dave

Aug 12, 2015 15:33:28

Pisky

Piskies stand barely a foot tall. They resemble twisted versions of diminutive elves, with wings like a moths, pitch black eyes devoid of whites or an iris, and wide mouths filled with sharp, translucent, needling teeth. Curious as cats, and just as vicious, piskies like to spy on other creatures and will cause trouble when they can. Piskies array themselves like the paupers of the fey courts, dressing in rags of burlap and soot stained fabrics.

Forest Haunts: Psykys tend to dwell in twilit forests, lonely swamps, and misty moors. When other creatures are spotted, piskies often try to lead them astray with ominous rustlings from bushes and distant snapping of twigs. Frequently, piskies will take the shape of cat or a raven in order to hiss and caw from out-of-reach branches or outcroppings. Occasionally, their nervous giggling will be heard from the shadows. If a pisky decides that it is capable of beating the interlopers in a fight, it might try to ambush them. Otherwise, piskies will use what trickery they can to frustrate the travelers. Sometimes, if a pisky decides that its query might be friendly and amusing, they will instead engage them in conversation.

Addicts: Piskies love to partake in mind-altering substances. A sure way to earn the good graces of a pisky is to provide it with alcohol or narcotic herbs. Indeed, piskies are immune to damage from poisons and will happily chew poisonous berries, roots, and leaves in order to experience their inebriating effect (so long as they do not impose a lethal condition). Piskies are lucky that their own poisonous saliva doesn’t tend to impede the mind, or piskies would likely spend most of their time biting themselves.  

Pisky

Tiny fey (shapechanger), chaotic neutral

Armor Class 13

Hit Points 10 (3d4 + 3)

Speed 20 ft., fly 40 ft.

STR         DEX         CON        INT          WIS         CHA

6 (-1)       17 (+3)    13 (+1)    11 (+0)    12 (+1)    14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5

Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered

Damage Immunities cold, poison

Condition Immunities charmed

Senses darkvision 120 ft., passive Perception 11

Languages Sylvan, Common

Challenge 1 (200 XP)

Shapechangers. The pisky can use its action to polymorph into a beast form that resembles a cat (speed 40 ft., climb 30 ft.) or a raven (fly 60 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.

Magic Resistance. Piskies have advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one.

Connoisseur. As an action, a pisky can examine a consumable substance and know exactly what effects it will grant or impose upon consumption.  

Invisibility. The pisky magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the pisky wears or carries is invisible with it.

VARIANT: PISKY FAMILIAR

Some piskies are willing to serve spellcasters as a familiar. Such piskies have the following trait.

Familiar. The pisky can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the pisky senses as long as they are within l mile of each other. While the pisky is within 10 feet of its master, the master shares the pisky's Magic Resistance trait. If its master violates the terms of the contract, the pisky can end its service as a familiar, ending the telepathic bond.