Animal Tricksters and Folklore for 5th Edition

I apologize to you pixies and sprites for the egregious lack of updates. Sometimes I frankly forget that the blog exists with how many projects I am undertaking at once: making stock for two conventions, as well as *deep breath* three campaigns I run plus three that I play in. Needless to say, self-imposed stress is not good and I should learn from this.

REGARDLESS, in my own campaigns I’ve run, one group encountered a party of strange anthropomorphic beasts calling themselves the Troubadour Tricksters. Led by a Red Fox, the whole encounter was based on real-life folk stories of Reynard the Fox: stories from north France about a creature and his myriad escapades.  Since this leg of the journey takes place in a similar region to where the original stories were penned, I thought it may be fun to utilize them!

I’ll be (hopefully) making better-looking stat blocks via GMBinder as well. For now, enjoy some tricksters!

Note: Any semblance to the character by the name of Reynard the Fox in the series ‘The Magicians’ or any other fictional work is coincidence. 


Reynard the Trickster- small beast, chaotic good 

Image result for reynard the trickster
“He hunted my brothers and sisters, and now he’s going to be the hunted!”- Reynard the Trickster

AC 16 (studded leather armor)

HP: 35 (4d8+8)

Move Speed 45 ft

 

Str 13 (+1) 

Dex 19 (+4

Con 15 (+2)

Int 10 (+0)

Wis 12 (+1)

Cha 18 (+4)

 

Saving Throws: Str +3, Dex +6, Con +4, Wis +3, Cha +6

Skills: Acrobatics +8, Athletics +3, Deception +6, Insight +3, Perception +3, Performance +6, Persuasion +6, Sleight of Hand +6, Stealth +6

Senses: Darkvision 60 ft, passive Perception 13

Languages: Common, Beast-Speech

CR: 4 (1100 XP)

Keen Senses. Reynard the Trickster has advantage on scent based Perception checks. 

Innate Spellcasting. Reynard can cast the following spells innately, requiring no material components. 

@ Will: mind sliver (Unearthed Arcana), true strike

2/day: earth tremor, Tascha’s hideous laughter

1/day: blindness/deafness

Sneaky. If Reynard the Trickster leaves a creatures threatened space, the creature does not gain an opportunity attack. He also has double Proficiency in Acrobatics. 

Pack Tactics. Reynard the Trickster has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack. Reynard the Trickster makes three attacks, rotating between his Bite and Shortsword. 

Bite. melee weapon attack, +6 to hit, range 5  ft, one target. Hit: 1d4+4 piercing damage.

Shortsword. Melee weapon attack, +6 to hit, range 5 ft, one target. Hit 1d6+4 slashing damage.

REACTIONS

Parry. When Reynard the Trickster is targeted by a melee or ranged weapon attack he can see, he can add +2 to his Armor Class against that attack. 

Trickster’s Luck. Reynard can spend a reaction to roll a Acrobatics check. If he rolls higher then the incoming attack, he takes no damage on a success and half damage on a failure.


*very loud drunken animal noises*- Tybalt, partying with Reynard

Tybalt, King of Cats-small beast, chaotic good

AC 15 (natural armor)

HP: 25 (4d6+6)

Move Speed 35 ft

Str 12 (+1) 

Dex 17(+3)

Con 15 (+2)

Int 10 (+0)

Wis 12 (+1)

Cha 16 (+3)

 

Saving Throws: Str +3, Dex +6, Con +5, Wis +5, Cha +5

Skills: Acrobatics +7, Perception +3, Persuasion +5, Survival +3

Senses: Darkvision 60 ft, passive Perception 13

Languages: Common, Beast-Speech

CR: 3 (700 XP)

Sneaky. If Tybalt leaves a creatures threatened space, the creature does not gain an opportunity attack. 

Feeties. If Tybalt ould be damaged due to falling, he instead takes no damage and lands on his paws. 

ACTIONS

Multiattack. Tybalt makes two attacks, one Bite and one Claw.

Bite. melee weapon attack, +6 to hit, range 5  ft, one target. Hit: 1d4+4 piercing damage.

Claw. Melee weapon attack, +6 to hit, range 5 ft, one target. Hit 2d4+4 slashing damage.

Cat’s Call (Recharge 6). Tybalt can invigorate his allies to battle. Friendly creatures to Tybalt gain advantage on attacks, skill checks and saving throws until his next turn. 

REACTIONS

Nine Lives Lucky. Tybalt can spend a reaction to roll a Acrobatics check. If he rolls higher then the incoming attack, he takes no damage on a success and half damage on a failure.


Isengrimm the Black Dog-medium  beast, chaotic neutral

Image result for celtic black dog
“Why did you let the boy live, Reynard? His kind can’t be trusted, they say one thing and think another; you know that more then anyone else”- Isengrimm to Reynard

AC 16 (natural armor)

HP: 45 (5d8+10)

Move Speed 40 ft

 

Str 18 (+4) 

Dex 15 (+2)

Con 20 (+5)

Int 10 (+0)

Wis 12 (+1)

Cha 14 (+2)

 

Saving Throws: Str +6, Dex +4, Con +7, Wis +3, Cha +4

Skills: Athletics +4, Intimidation +2, Perception +1, Survival +1, Stealth +2

Damage Resistances: cold

Condition Immunities: charmed

Senses: Darkvision 60 ft, passive Perception 11

Languages: Common, Beast-Speech

CR: 4 (700 XP)

Keen Senses. Isengrimm has advantage on scent-based Perception checks.

Moorish Appearance. Isengrimm has advantage on Stealth checks

Pack Tactics. Isengrimm has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.

 

ACTIONS

Multiattack. Isengrimm can make two Bite attacks. 

Bite. melee weapon, +4 to hit, reach 5 ft, one target. Hit: 1d8+4 piercing damage.

Howl of the Moors (recharge 6). Isengrimm lets out a terrifying bray which chills to the bone. Hostile creatures must make a Charisma saving throw (DC 13). On a failure, the creature is frightened for 1 minute. It can make the saving throw at the end of its turn. 

REACTIONS

Hound. Isengrimm can make a Bite attack when targeted by a melee weapon attack.


 

Image result for isengrim and hirsent
“If I’m going to agree with any of you, I’ll be proven to be an idiot”- Hirsent

Hirsent the She Wolf- medium beast, chaotic neutral

AC 15 (natural armor)

HP: 35 (4d8+6)

Move Speed 35 feet

 

Str 16 (+3) 

Dex 15 (+2)

Con 17 (+3)

Int 10 (+0)

Wis 12 (+1)

Cha 14 (+2)

 

Saving Throws: Str +5, Dex +4, Con +5 Wis +3, Cha +4

Skills: Acrobatics +2,  Athletics +3, Perception +2, Stealth +2, Survival +2

Damage Resistances: cold

Condition Immunities: charmed

Senses: Darkvision 60 ft, passive Perception 13

Languages: Common, Beast-Speech

CR: 3  (700 XP)

Keen Senses. Hirsent has advantage on scent-based Perception checks.

Moorish Appearance.  Hirsent has advantage on Stealth checks

Pack Tactics. Hirsent has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bloodbath. When Hirsent reduces a creature to half their hit points, she gains an additional Bite or Claw attack. Said attack also does one extra damage dice. 

ACTIONS

Multiattack. Hirsent can make ta Bite and Claw attack

Bite. melee weapon, +2 to hit, reach 5 ft, one target. Hit: 1d8+2 piercing damage.

Claw. melee weapon attack, +2 to hit, reach 5 ft, one target. Hit: 1d6+2

REACTIONS

Hound. Hirsent can make a Bite attack when targeted by a melee weapon attack.

 

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s