Small Fey, Chaotic Evil
AC 14 Natural Armor    Initiative +4 (14)
HP 45 (10d6 + 10)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 12 +1 +1
DEX 18 +4 +12
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 14 +2 +8
CHA 16 +3 +3
Resistances Cold
Senses Darkvision 120 ft.; Passive Perception 14
Languages Common, Sylvan Common, Sylvan
CR 3 (XP 700; PB +2)
Traits

Innocent Guise. Above ground at dusk or in fog, appears as a normal human child aged 8-12. True Seeing or DC 18 Investigation reveal silver-sheened pupilless eyes. 

Pack Tactics. Has advantage on attack rolls against a creature if at least one ally is within 5 ft. of the creature and the ally isn't incapacitated.

Territorial Boundary. Cannot willingly cross a river, stream, or its territory's boundary markers. Can lure prey across these boundaries but cannot pursue beyond them.

Silent Coordination. Can communicate with other Tunnel Children within 120 ft. using clicking sounds inaudible to most creatures (DC 20 Perception to hear).

Sunlight Sensitivity. While in sunlight, has disadvantage on attack rolls and Perception checks relying on sight.

Actions

Multiattack. Makes two claw attack and one bite attack. 

Claws (True Form Only). +6 to hit, reach 5ft., 1d6+4 slashing damage. 

Bite (True Form Only). +6 to hit, reach 5ft., 1d8+4 piercing damage. If the target is humanoid, it must succeed on DC 13 Constitution Save or be paralyzed for 1 minute. Target can repeat save at end of each turn. 

Beckoning Call (Innocent Form Only). One humanoid child within 60ft. that can see and hear the Tunnel Child must succeed on DC 13 Wisdom save or be charmed for 1 hour. While charmed, the target moves toward the Tunnel Child by the most direct route, crossing territorial boundaries without hesitation. 

 

Bonus Actions

Transform (Bonus Action). Shifts between Innocent Guise and True Form. In True Form: elongated limbs with extra joints, needle-sharp teeth, black claws, and translucent skin revealing shadowy veins.

Reactions

Boundary CrossingWhen a creature the Tunnel Child can see crosses into its territory, the Tunnel Child can immediately use Transform as a reaction if in Innocent Guise.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Description. Malevolent child-like entities that haunt riverbanks and underground tunnels. They lure unsuspecting children with mimicry and false promises, transforming into feral hunters once their prey enters their subterranean domain. These creatures are the result of ancient curses and dark magic that preys upon innocence itself.

The Curse's Origin. Tunnel Children are not born - they are made. Centuries ago, a powerful fey lord was betrayed by a human child, a young prince who broke a promise of sanctuary. In vengeance, the fey lord cursed the child's bloodline: 'Your descendants shall become what you feared in me, and they shall prey upon the innocent as you preyed upon my trust.' The curse spread beyond the original bloodline. Now, any child who dies in certain ways—lost in tunnels, drowned in underground rivers, abandoned in the dark—may rise as a Tunnel Child. The transformation takes three days. During that time, the child's body is cold but not dead, suspended in a cocoon of shadow. When they emerge, they remember nothing of their mortal life.

Territorial Boundaries. Each Tunnel Child claims a specific territory, usually defined by natural barriers: Within their territory, Tunnel Children are nearly omniscient. They know every tunnel, every hiding place, every shadow. They can sense when someone enters and exactly where that person is.

*Rivers and streams (they cannot cross running water)
*Bridge thresholds (old bridges carved with protective runes block them)
*Sunlight lines (areas where natural light penetrates)
*Salt circles (if properly laid)
*Iron fence lines (cold iron burns them)

The Luring Process. 

  1. Tunnel Children are patient predators. Their hunting follows a specific pattern.
  2. IDENTIFICATION: The Child identifies a target—usually a mortal child between 6 and 12 years old. Adults are rarely targeted (too suspicious, too hard to lure).
  3. FIRST CONTACT: Appearing as a friendly child, the Tunnel Child makes friends with the target over days or weeks. It plays games, tells stories, creates a bond.
  4. THE INVITATION: Eventually, the Tunnel Child invites its 'friend' to visit their 'secret place'—always just across a territorial boundary. 'My parents say I can't play on that side of the river, but YOU could come to MY side!' 
  5. THE CROSSING: Once the target crosses the boundary, they are in the Tunnel Child's power. The Child transforms, revealing its true form.
  6. THE FEEDING: What happens next is not pleasant to describe. The Tunnel Child feeds on fear first, then flesh. The process can take hours.

Protection and Prevention. 

  1. NEVER LET CHILDREN PLAY NEAR TUNNEL ENTRANCES ALONE: The most effective prevention. 
  2. IRON TOKENS: Cold iron amulets make a child 'invisible' to Tunnel Children. The Watch distributes these in high-risk areas.
  3. THE OLD RHYMES: 'Cross no stream at a stranger's request / Stay in the light, it's always best / If a child has no shadow, run away fast / Or your days among the living won't last.'
  4. SALT BARRIERS: Salt lines at tunnel entrances prevent Tunnel Children from emerging. Must be renewed after rain.
  5. BRIDGE WARDENS: The ancient bridges have carved runes that block Tunnel Children. The Stonemasons' Guild maintains these, though few remember why.

 

 

 

 

 

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: fey

Habitat: Any

Mozzie2W0

Comments

Posts Quoted:
Reply
Clear All Quotes