Pack Tactics. The raccoon has advantage on an attack roll against a creature if at least one of the raccoon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spellcasting. Archibald is a 1-level spellcaster. His spellcasting ability is [Intelligence] (spell save DC #, +# to hit with spell attacks). Archibald has following Wizard spells prepared:
Cantrips (at will): Mending, Mage hand, Prestidigitation
Domestics master: A life of service has Forged Archy into a master of all domestic life, Budgeting, Sewing, notary work, cooking, and cleaning are the talents that Archy mastered from a book a goblin stole from a fancy house. Archy and make a meal out of anything when he creates a meal:
- As part of a short rest, Archy can cook special food, provided he has ingredients and cook’s utensils on hand. He can prepare enough of this food for 6 peoples. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
- With one hour of work or when he finish a long rest, he can cook 5 treats. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to 4.
Beastial Bond: Archy comes from a long line of Racoon butlers who have served the Goblin royal family, from the first King, Grell the Grumbler to the present day. Racoons have been drawn to the mischievous, and rebellious nature of Goblins. The royal house of Grumble honour their ring tailed companions by putting a racoon on their crest. Their Racoons are attuned to the emotional state of their friends as they create a bond as soon as they are born. Goblins allow the Racoons to rear their children to make great sneaks and burrowers.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Get in the bag. Once combat starts Archy jumps into the bag of holding.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
These scavenging mammals have distinctive black stripes and masklike facial markings. They tend to live near human settlements, where they can forage for food in a steady supply of garbage. This gives them a reputation as dirty creatures, but they are quite fastidious in their own way. They are known for their distinctive habit of washing food in water before they eat it. Raccoons’ “masked” appearance gives them a reputation as thieves, but what makes the reputation stick is their talent for stealing things. Raccoons are very clever, capable of solving complex problems and even passing the solutions on to other raccoons. This is frustrating to humanoids trying to keep the animals out of their garbage, but useful in an adventuring partner. In fact, many thieves and rogues find a like-minded companion in a raccoon.
Raccoon Clans. Raccoons living in the same area band together in small, temporary clans. They team up to defend their range against outsiders and predators, and to execute heists they couldn’t pull off alone. No one’s garbage is safe when raccoons join forces.
Canine Rivalry. Raccoons consider dogs their eternal foes. When a dog stands between raccoons and what they want, they go out of their way to vex and embarrass it.
Natural Rebels. Raccoons are strong-willed and independent. Humanoids who try to domesticate raccoons find they don’t take orders, and resent attempts to teach them “tricks.” Those with raccoon companions find they have better luck viewing the raccoon as less of a pet, and more of a partner in crime.
Archibald is an awakened Racoon, he serves his mistress Princess Gribba as a friend, confidant, butler, and is ordained as a goblin minister. He wears a priestly Collar and carries a bag of holding. When threatened he jumps into the Bag of Holding and sticks a snorkel our of the flap, Gribba puts it on and she will pull him out at the end of combat.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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