Languages: Understands Abyssal, Common, and Infernal but can’t speak
Challenge: 1/8
Rarity: Rare
Environment: Underground, Urban
Diet: Meat
Taming Difficulty: Easy
Starting Bond Points: 3
Personality Trait: Clever
Clever companions are always looking to learn, and greatly enjoy the company of wizards. Quick studies, these companions can be taught skills and knowledge that others wouldn’t be able to handle. However, their passion for learning leads to them neglecting their physique, and many clever creatures are weaker than others.
• Aka Akamai has disadvantage on Constitution saving throws.
Ring of Jumping: While wearing this ring, Aka Akamai can cast the jump spell from it as a bonus action at will, but can target only himself when he does so
Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. As a bonus action after this attack hits, the Teeniloth can attempt a Sleight of Hand check against the target’s passive Perception to take one tiny object that the target is carrying.
Coin Fling (Recharge 3-6). Ranged Weapon Attack: + 5 to hit, range 15/30 ft., one target. Hit: 2 (1d4) bludgeoning damage, and a copper, silver, or electrum piece lands in the target’s space.
Teleport. The Teeniloth, along with any equipment it is wearing or carrying, teleports up to 15 feet to an unoccupied space that it can see.
Description
Greed seldom comes in a smaller package than a Teeniloth. These tiny fiends constantly dream of the perfect heist, and the plunder that follows. If backed into corners by equally greedy foes, they have been known to launch coins at high speeds and escape to safety. They are quick to claim anything they can lay their claws on, and even quicker to escape the scene.
Discounted Contracts. Teeniloths are fully aware that they pale in comparison to other fiends and their abilities. With this in mind, they are more than happy taking up contracts that involve petty theft or espionage. They’ll never challenge powerful enemies, and hardly wrestle with anything much stronger than a housecat or other beasts. A strong master can keep their habits in check, especially once they’ve figured out a Teeniloth’s favorite hiding spots and escape methods.
Sneak Thieves. Teeniloths are more than excellent thieves, as long as what they are sent to steal isn’t too heavy for them to carry away… not to say they won’t try anyway. In most cases, they covet anything of value that is small enough for them to handle. They often fashion their trophies into armor, wearing stolen rings around their necks or beating gold coins into heavy breastplates. This cobbled-together armor does not impede their agility at all, although the reflective metals may jeopardize their stealth. Their quick thinking and knowledgeable stealth patterns make them unintentional teachers to less experienced rogues.
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