Tiny Fey, Chaotic Neutral
Armor Class 12 natural armor
Hit Points 17 (3d10 + 2)
Speed 15 ft., Walk 35 ft., Climb 35 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Condition Immunities Charmed
Senses Darkvision 30 feet, Passive Perception 14
Languages understands all languages, but cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Natural Dexterity: The Walpingtigre has the natural dexterity of its squirrel base, and has advantage on dexterity checks to run away, and to escape a grapple. 

Uncanny Charms: The Walpingtigre has an innate charming effect on all humanoids that see him. (Protecc the baby!) He has advantage on all Charisma checks to charm a humanoid into being his protector. 

Wisdom of the Forest: When in his natural domain, he has an innate +5 to all checks that involve survival, this includes hunting, Tracking, and anything else you can think of. This only applies when he is within thick woodland. 

Fused wings: Thanks to his monstrous fusions, the Walpingtigre has a natural fly speed of 15ft. Though, cannot ascend more than 30ft. If he is forced to ascend beyond this point, his wings will fail and he will fall to the ground, taking 2d8 damage. 

Little Quacker: All creatures within 10ft of the quack must make a DC 10 saving throw or become charmed for one minute. This ability can only be used once per long rest. This ability affects ALL creatures in range. It cannot be used in combat.

Actions

The walpingtigre makes two attacks; one with its bite and one with its flippers.

Gnashing Bite:  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+4) 8 points of piercing damage plus an additional 4 points of thunder damage. The target must make a DC 12 Constitution saving throw or "Poisoned" status inflicted. The target may make an additional con save at the end of its turn, to negate the effect. 

Webbed Scratch: Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. Hit: (1d4 + 4) 6 points of slashing damage plus an additional 4 points of thunder damage. The target must make a DC 12 Constitution save or be stunned AND knocked prone. If they pass, the target is not stunned or knocked prone. 

 

Bonus Actions

Rapid Escape: When severely threatened, the walpingtigre can make a DC 14 Charisma save to blend into his surroundings, and seemingly vanish. The Walpingtigre can be spotted with a DC 18 perception check. 

Legendary Actions

Wraith: If the Walpingtigre sees anybody intentionally hurting a tree, or plant within his domain, he immediately becomes empowered, and gains the statistics of a Young Chromatic Dragon. (Including breath weapon). He keeps his physical appearance as normal, except for an unholy harsh blue glowing energy that surrounds his body for the duration. This transformation lasts for 5 rounds, at which point the Walpingtigre will attempt to flee. 

Description

The Walpingtigre is a mythical creature, born of the desires and experiments of Count Strahd von Zarovich. The result of a fusion between Fey magic, a duck, a blackbird, and a very unfortunate squirrel, the walpingtigre hails from the forests of Barovia, and is often seen entombed within the stone Gargoyles on the walls of Castle Raveloft; a grim reminder of the disgusting nature of the experiments the count performs within his Chambers. 

NOTE: If taken as a familiar, the Walpingtigre should only have TWO skills from the list below, WRAITH can never be taken as a familiar skill and the DM can assign a stat block that may fit at their own discretion. You have been warned.

Monster Tags: feybeast companion

Habitat: Forest

ZOMAN388

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