Tiny Beast, Typically Chaotic Neutral
AC 13 Natural Armor    Initiative +3 (13)
HP 3 (1d6 − 1)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 5 −3 −3
DEX 16 +3 +3
CON 10 +0 +0
Mod Save
INT 2 −4 −4
WIS 12 +1 +1
CHA 6 −2 −2
Senses Darkvision 60 ft.; Passive Perception 13
Languages None
CR 0 (XP 10; PB +2)
Traits

Keen Smell: Advantage on Wisdom (Perception) checks relying on smell.

Nimble Climber: The Raccoon can climb on difficult surfaces, including ceilings. 

Dexterous Paws: May use Dexterity (Sleight of Hand) to manipulate or steal small objects.

Cunning Companion: While summoned via Find Familiar,  it gains the following 

* Adds your proficiency bonus to it's skills and saves

* Delivers Touch Spells

* Can help on Stealth, Sleight of Hand, or Perception 


 

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage.

Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage

Bonus Actions

Scurry. Chitkikka can take the hide action as a Bonus Action if it starts it's turn in cover

Reactions

Startled Dodge. When a creature moves within 5 feet, Chiktikka can move 5 feet without provoking Opportunity Attacks. (Mimics how a raccoon bolts away quickly)

Description

Behavior

Curious Scavenger. Chiktikka is endlessly fascinated by shiny, strange, or edible objects and will rummage through containers, pouches, and pockets at every opportunity.

Alert and Reactive. Chiktikka startles easily but is quick to react, making her an ideal early-warning system for intrusions or sudden noises.

Silent When It Matters. Despite her mischief, Chiktikka knows when to go still—melting into the shadows when danger lurks.

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Appearance

Masked Mischief. With ringed eyes and nimble black paws, Chiktikka looks like a tiny masked bandit—and acts the part.

Patchy Fur. Her silvery-gray fur is often dusted with flour, ash, or whatever she most recently crawled through.

Little Talisman Hoarder. She wears a small leather collar with tiny baubles: a button, a coin, a fishbone—each likely stolen.

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Personality

Playful but Practical. Chiktikka is clever, cheeky, and opportunistic. She enjoys games of hide-and-seek and will absolutely steal unattended food.

Loyal to a Fault. Despite her antics, Chiktikka is deeply bonded to her summoner and will always return when called.

Expressive Chittering. She doesn’t speak, but communicates emotions clearly through rapid squeaks, tail flicks, and "judgmental" stares.

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Habits

Climbs Everything. Trees, rafters, bookshelves—nothing is off-limits to Chiktikka’s curious paws.

Sleeps Curled in Cloaks. She prefers warm folds of clothing or hoods as her napping spots.

Stashes "Loot." She collects “treasures” like shiny pebbles or bits of string and hides them in predictable places: boots, bags, or the hems of cloaks.

[roll]1d100[/roll] Chiktikka actions, Roll during downtime, Long Rest, or Short Rest, or to add an action when out of combat!

01–02: Steals something shiny from a party member’s bag.  

03–04: Climbs onto the biggest party member and falls asleep.  

05–06: Stuffs too much food into her mouth and waddles dramatically.  

07–08: Unravels a bedroll into a pile of nesting material.  

09–10: Mimics a party member’s gestures in a mocking way.  

11–12: Finds a beetle and proudly presents it like treasure.  

13–14: Gets stuck inside a boot and refuses to leave.  

15–16: Attempts to open a locked box/pouch using tiny paws.  

17–18: Sits dramatically on a throne-like rock, surveying the area.  

19–20: Rolls in mud or dust and acts proud of the new look.  

21–22: Chitters rapidly at a tree or shrub as if it's a threat.  

23–24: Tries to “bury” a shiny object in the middle of camp.  

25–26: Pretends to be asleep, then pounces on a moving shadow.  

27–28: Collects string, ribbon, or thread and tangles it everywhere.  

29–30: Climbs to a dangerous height, then demands rescue.  

31–32: Imitates the last spell you cast with exaggerated gestures.  

33–34: Waddles over with a frog or lizard and waits for praise.  

35–36: Hisses at a reflection or mirror image spell.  

37–38: "Accidentally" knocks over an important alchemical item.  

39–40: Tugs on a party member’s sleeve to warn of something (real or imagined).  

41–42: Steals a coin, hides it, and forgets where it was hidden.  

43–44: Pretends to be a statue. Unmoving. Creepy.  

45–46: Tries to mimic someone’s accent or cadence with squeaks.  

47–48: Licks an enchanted object and instantly regrets it.  

49–50: Hides inside a pack, then jumps out at an inconvenient moment.  

51–52: Builds a little “nest” from cloaks and refuses to leave.  

53–54: Reacts to magic with over-the-top awe (paws raised, eyes wide).  

55–56: Attempts to “help” clean by dragging things into a pile.  

57–58: Sits on a map, disrupting planning completely.  

59–60: Chases a butterfly or faerie light into danger.  

61–62: Rearranges small objects into a raccoon “altar.”  

63–64: Steals a quill and starts drawing symbols in the dirt.  

65–66: Intently watches a fire like it understands its secrets.  

67–68: Eats something mysterious and immediately looks guilty.  

69–70: Dramatically fakes injury to get attention.  

71–72: Climbs inside a cooking pot and naps.  

73–74: Refuses to go near a certain magical item for unknown reasons.  

75–76: Grooms herself on top of a spellbook or map.  

77–78: Brings a handful of mushrooms and expects you to know what they are.  

79–80: Suddenly growls at empty air for a full minute.  

81–82: Chitters a song and dances in a little circle.  

83–84: Tries to copy the cleric’s divine gestures.  

85–86: Drags a small bone or relic into camp like a gift.  

87–88: Sneaks into someone’s bag and replaces things with trash.  

89–90: Carries a torch despite being terrible at it.  

91–92: Wears a discarded ring on her tail and struts proudly.  

93–94: Stares at the moon for hours. May know something.  

95–96: Spins in a circle, then sprints in a random direction.  

97–98: Ties knots with stolen rope. Doesn’t know how to untie them.  

99: Attempts to pickpocket an NPC during downtime.  

100: Points (somehow) at a completely unrelated object and refuses to move until someone investigates. It turns out to be important.

Monster Tags: beast companion

Habitat: ForestGrasslandHillUrban

jared51773

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