Fire Form. The Wee-nix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the Wee-nix or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage.
Illumination. The Wee-nix sheds bright light in a 5-foot radius and dim light in an additional 5 feet.
Water Susceptibility. For every 5 feet the Wee-nix moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Constant Warmth. The Wee-nix provides constant warmth to anyone that holds it, preventing negative cold effects.
Fiery Death and Rebirth. When the Wee-nix dies, it explodes. Each creature within 15-feet of it must make a DC 20 Dexterity saving throw, taking 8 (2d8) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried. The explosion destroys the Wee-nix's body and leaves behind an oval-shaped cinder that weighs 4 ounces. The cinder is unpleasantly hot, dealing 2 (1d4) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d4 days , it hatches a new Wee-nix, which has all the knowledge and memories of the previous one. When out of combat, the cinder can be held safely without injury.
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2 (1d4) fire damage at the start of each of its turns.
What Was That? Status Effect. +8 to hit, reach 5 ft., one target. No damage. Wee-nix distracts target by running around and squeaking, causing the target to roll at a disadvantage on the next turn.
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