Magic Resistance. The buckawn has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The buckawn’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components..
1/day each: dancing lights, shillelagh, thorn whip
Magical Nature. The buckawn's attacks are magical.
Potion Carriers. The buckawn typically has an assortment of potions (1d4+1 count) and they usually have the following effects:
1. Healing potion. Heals 2d4 Hit Points.
2. Invisibility Potion (10 minutes).
3. True Aim. Gives the drinker Advantage on its next attack after drinking.
4. Magical Armor. Makes the drinker glow softly and gain +2 AC for 1 minute.
The buckawn will use any of these potions to help it in battle if it must fight.
Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 4(1d4+2) piercing damage and the target must make a DC 11 Constitution saving throw. If the target fails. it takes an additional 7(2d2+2) poison damage and the target's movement speed is reduced by 10' until the end of the target's next turn. On a successful saving throw, the target takes half damage and its movement speed is not reduced.
Description
A buckawn is a small fey standing only 2' tall and is related to to the brownie. Unlike its kinder and more helpful brownie cousins, the buckawn are intolerant loners who do not want to be disturbed by anyone, even other fey, outside of their own small families of buckawn. Buckawn are cruel when it comes to trespassers and will pull very [painful and deadly pranks, even robbing others blind before sending them on their way out of their territory.
Deadly Pranks. The buckawn calls its traps pranks but generally the only one left laughing when these "pranks" are triggered is the buckawn itself. These fey are trap masters and their traps tend to be very difficult to detect, often magical in nature, and very deadly if not avoided, including poisonous thorn-lined nets, dart throwers, and gass traps.
Magic Crafters. A buckawn can take mundane items and turn them into magical items. They tend to steal materials rather than finding raw materials themselves so they may wield daggers as magical short swords or magical short swords as two handed swords and fashion scraps of cloth and leather into magical armor.
They also tend to carry self-crafted potions. However, when these potions are consumed by creatures other than the buckawn, the creature must succeed in a DC 12 Constitution saving throw or suffer 4 (2d4) poison damage instead of the potion working as intended. If succeeding, the potion works as intended. It is rare that the buckawn won't just drink its potions in battle before letting others have them.
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