Ephemeral. The lubberkin can’t wear or carry anything.
Glow. The lubberkin sheds bright light in a 5-to 20- foot radius and dim light for an additional number of feet equal to the chosen radius. The lubberkin can alter the radius as a bonus action. While inside the radius of bright light, a friendly creature gains a +3 bonus to its saving throws.
Incorporeal Movement. The lubberkin can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Kin Awareness. The lubberkin knows the distance to and direction of any creature part of its family, even if the creature and the lubberkin are on different planes of existence. If a creature that is part of the family dies, the lubberkin knows.
Glowing Touch. Melee Spell Attack: +5 to hit, reach 5ft., one creature. Hit: 20 (5d6 + 3) radiant damage and the next attack roll made against this target before the end of the lubberkin's next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Description
A lubberkin looks very similar to a botchling, the main difference being its ghost-like, glowing, white aura and relatively passive behavior. As a benevolent spirit, it comes from a botchling that has been appeased and found its place in the world beyond death. They are attached to their family and will act as a guide, watching over the children and protecting them from harm. Even after their parents have passed, they will care for their brother and sisters, their children, and the following generations. Some lubberkins have been part of the household for as long as anyone can remember and very much become the symbol of the house
Undead Nature. A lubberkin doesn't require air, drink or sleep.
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