Medium Humanoid (Human), Chaotic Neutral
AC 9    Initiative −1 (9)
HP 3 (1d8 − 1)
Speed 30 ft.
Mod Save
STR 5 −3 −3
DEX 9 −1 −1
CON 8 −1 −1
Mod Save
INT 12 +1 +1
WIS 8 −1 −1
CHA 14 +2 +4
Vulnerabilities Poison
Gear Glasses, a set of common (Albeit long-sleeved) clothes, running shoes.
Senses Passive Perception 9
Languages Common, Undercommon
CR 1/8 (XP 25; PB +2)
Traits

Inscrutable Mind. Magic can't cause Callum to act against his nature. A creature reading Callum's thoughts must succeed on a DC 13 Insight check to do so.

Uncanny Balance. Callum has advantage on Dexterity saving throws made to not fall prone.

Myopia. Callum has disadvantage on Wisdom (perception) and Intelligence (investigation) checks that rely on sight if the thing he's perceiving is more than 5 feet away from him.

Dense. Callum sinks in water without a flotation device.

Carrier. Callum carries the flu, though he displays no symptoms. A creature that comes into contact with his bodily fluids must succeed on a DC 10 constitution saving throw against disease or contract the Flu (See description).

Actions

Bite. Melee Unarmed Attack: -1 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage, and the target must succeed on a DC 10 constitution saving throw against disease or contract the Flu.

Headbutt. Melee Unarmed Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) bludgeoning damage.

Kick. Melee  Unarmed Attack: +2 to hit, reach 5 ft., 1 target. Hit: 3 (1d6) bludgeoning damage. Callum must succeed on a DC 13 Dexterity saving throw or fall prone.

Claws. Melee Unarmed Attack: +2 to hit, reach 5ft., 1 target. Hit: 1 (1d4 - 1) Slashing damage.

Spittle Blast. Ranged Unarmed Attack: +0 to hit, range 5/10 ft., 1 target. Hit: The target is stunned until the end of their turn or until another creature uses a help action to shake the target. Additionally, the target must succeed on a DC 10 constitution saving throw against disease or contract the Flu.

Scream (Recharge 5-6). Callum releases a hawk-like wail audible within 300 feet of him. This wail has no effect on constructs and undead. All other creatures within 30 feet of him that can hear him must make a DC 13 Constitution saving throw. On a failure, a creature is frightened of Callum. A creature that fails the saving throw while within 5 feet of Callum additionally takes 5 (1d10) Thunder damage.

Bonus Actions

Frantic Retaliation. Callum makes 3 bite attacks against a creature grappling him.

Reactions

Reflexive Shriek. When Callum takes damage or falls prone, he emits a brief shriek audible within 300 feet of him.

Description

Callum is a young, green-eyed ginger boy with long curly hair. He possesses a mischievous personality, and holds grudges for a very long time. He is deathly afraid of dogs.

The flu.
A creature with the Flu shows symptoms 1d4 days after contracting it. While diseased, the creature is poisoned. A creature poisoned in this way sniffles constantly, sweats profusely and can't take reactions. The creature's bodily fluids contain and spread the disease to any creature that makes contact with it if they fail a DC 10 Constitution saving throw. Each day at dawn, the creature must make a DC 16 - (the number of days since infection) Constitution saving throw. On a success, the creature becomes cured of this disease and is immune to it for 30 days. The symptoms then fade after 1d4 days.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/11/2025 5:10:38 PM
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Monster Tags: humanoidHuman

Habitat: Urban

ClayGolemBeatsTarrasque

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