Pack Tactics. The misfit has advantage on an attack roll against a creature if at least one of misfits allies are within 5 feet of the creature and the ally is not incapacitated.
Cunning Action. On each of its turns, the misfit can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger. Melee or ranged Weapon Attack: +6 to hit, reach 5 ft. range 20/60 ft., 1 target. Hit: 8 (1d4 + 6) [piercing] damage.
Scare (1/day). One creature of the misfit's choice of a creature that it can see within 20 feet must succeed on a DC 11 wisdom saving throw or be frightened for one minute. the target can repeat the saving throw at the end of each of its turns, with disadvantage if it is within eye sight of the misfit, ending is effect on itself on a success.
Terrifying Glare. The misfit targets one creature it can see within 30 feet of it. if the target can see the misfits true face, the target must succeed on a DC 11 wisdom saving throw or be magically frightened until the end of the misfit's next turn. the frightened target is paralyzed.
Description
Mischievous fey, Lock, Shock, and Barrel are typically always found together. this trio not only takes pleasure in the misery of others, but also by betraying those who've grown close to them. Twisted morals, and a lack of respect for anyone or anything other than for one another, Lock Shock and Barrel usually stay one step ahead of others. They enjoy breaking promises, lying, and cheating. The band of misfits are also frightening in appearance, usually wearing fitted masks to conceal there undead looking faces. At first glance one would assume the trio are just young children in costumes, but upon closer inspection the true horror can be seen. Standing the shortest but most stout amongst the band of misfits is Barrel. Barrel often keeps his skeleton-like face revealed or covered by a skeleton like mask. Barrel is more likely to be the brute of the group.
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