Abstraction of Reality. Reality appears to bend and shift around the cuilbold, granting it advantage on Dexterity Saving throws and Dexterity (acrobatics) checks to escape from the grappled or restrained condition.
Whispers of Cuil (Recharge 6). As a bonus action, the cuilbold attempts to shift everyone around it further into surrealism. Every creature within 60 ft must make a DC 15 Wisdom saving throw. A creature who is immune to the charmed condition automatically succeeds the saving throw. A creature who is asleep automatically fails the saving throw. Any creature actively fighting the cuilbold has advantage on the saving throw.
On a failure, each creature's Cuil level increases by 1 (See Cuil levels below).
Innate Spellcasting. The cuilbold’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
3/day each: invisibility, enlarge/reduce
Multiattack. The Cuilbold makes one Abstract Claws attack and two Spine Dart attacks.
Abstract Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. On a hit, the target must make a DC 15 Wisdom saving throw, on a failure the creature's Cuil level increases by 1 (See Cuil levels below). Any creature immune to the charmed effect automatically succeeds the saving throw.
Spine Dart. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 6 (1d6 + 3) piercing damage. On a hit, the target must make a DC 15 Wisdom saving throw, on a failure the creature's Cuil level increases by 1 (See Cuil levels below). Any creature immune to the charmed effect automatically succeeds the saving throw.
Description
Appearing like normal kobolds, cuilbolds are chaotic fey tricksters that bend reality into surreality in a manner that begins benign and harmless but can quickly become out of control if the cuilbold is continually threatened.
Dreamed into existence by ancient fey within the Feywild, Cuilbolds gather in groups and create lairs similar to their small dragon counterparts, collecting shiny and valuable items and hoarding them. They often sneak into encampments while travellers are sleeping, using their abilities to warp reality to protect themselves. Cuilbolds tend to fight only out of self-preservation, sufficiently shifting their adversaries into surrealism to the point that they are no longer a threat.
Cuil Levels: A Cuil is a measure of surrealism relative to reality. When a creature's Cuil Level increases, any action that they take become more abstract and surreal. The following effects can be described for increasing Cuil levels. As the Cuil level increases, reality around them should become more surreal and should be described as such.
Whenever a creature has a Cuil level of 1 or more, at the end of each of its turns, it makes a DC 14 Wisdom saving throw. On a success, its Cuil level decreases by 1. On a failure, its Cuil level remains the same.
A creature's Cuil level always returns to 0 after a short or long rest.
Level 1: When making an attack, if the attack were to hit, the creature's weapon is suddenly a different, harmless item such as an apple or chicken nugget.
Level 2: When making an attack, if the attack were to hit, the attacker realizes that their target is simply an image on a page, attached to another creature within 60 ft. That creature takes the damage of the attack and has swapped places with the original target.
Level 3: When making an attack, if the attack were to hit, the attacker realizes that their target is simply a nearby inanimate object such as a tree. The target's weapon is encased inside this object, requiring a DC 15 Athletics check to remove. This check is also impacted by Cuil Level.
Level 4: Extreme surrealism. When making an attack, if the attack were to hit, no it wasn't. What were you even doing anyway? Why were you doing this? Why are you here? Roll to hit, roll damage. NO. Roll to miss, rather, roll to jump. Thunder rolls above you, it rolled a 6. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a success, the creature is teleported 50 ft. in a random direction, causing the attach to miss automatically.
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