Cheshirian

Cheshirian

Small fey, chaotic neutral
Armor Class 14
Hit Points 66 (12d6 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 10 (+0) 11 (+0) 16 (+3)

Saving Throws Cha +5
Skills Deception +7, Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Sylvan
Challenge 3 (700 XP)

Claim Territory (1/Day). The cheshirian spends 1 hour out of phase attuning itself to a section of the Forlorn Roads up to 1 square mile in size. This section becomes its territory until it dies or it designates another area as its territory. It also attunes itself to a similarly-sized swath of land on the Material Plane in the northern lands as part of this process. More than one cheshirian can claim the same territory, though this overlap often ends with one of the cheshirians slain by the other or moving on to a different area.

Out of Phase. As a bonus action, the cheshirian can magically exist on the Material Plane and the Forlorn Roads simultaneously. While it is out of phase in this way, it is invisible in both realms (though it can choose for its mouth and teeth to remain visible), and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. A creature that the cheshirian hits with its claw attack while out of phase has resistance to the cheshirian’s claw damage. As a bonus action on a subsequent turn, the cheshirian can choose to fully manifest on the Material Plane or the Forlorn Roads.

Sound Mimicry. The cheshirian can mimic humanoid voices. A creature that hears the voices can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

Actions

Multiattack. The cheshirian makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the cheshirian can’t use its claw on another target.

Drag to the Forlorn Roads. The cheshirian teleports itself to its claimed territory in the Forlorn Roads, its claimed territory in the northern lands, or to an area of the Forlorn Roads with which it is familiar. If it is grappling a creature, the grappled creature must make a DC 13 Wisdom saving throw (a creature can willingly fail this saving throw). On a failure, the grappled creature teleports with the cheshirian to the chosen location. A creature that is in the Forlorn Roads and not native to the Shadow Realm can attempt a new Wisdom saving throw at the end of each hour, reappearing in the space it left (or in the nearest unoccupied space if that space is occupied) on a success. A creature can choose to fail this saving throw. If a creature fails this saving throw each hour for 48 hours, it is permanently stuck in the Forlorn Roads and must find a different way out. A fey creature or a creature native to the Shadow Realm can choose to permanently remain in the Forlorn Roads or not at the end of the first hour.

This wiki is not published, endorsed, or specifically approved by Kobold Press.
Content covered under the Open Game License 1.0a