Small Fey, Chaotic Good
Armor Class 13
Hit Points 36 (8d6 + 8)
Speed
STR
4 (-3)
DEX
16 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
15 (+2)
CHA
16 (+3)
Skills Deception +7, Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The goldling's innate spellcasting ability is Charisma (spell save DC 13). The godling can innately cast the following spells, requiring no material components:

At will: goodberry, grease, magic stone, mirror image, prestidigitation
1/day each: find the path, Otto's irresistible dance

Burdock Allergy. The godling has a strong allergy to the burdock plant. If it comes within 20 feet of burdock flowers, it is poisoned until it leaves the area.

Fey Protection. Any creature that attempts to damage the godling must first succeed on a DC 14 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way perceives everything as hilariously funny and falls into fits of laughter and falls prone, becoming incapacitated and unable to stand up.

Magic Resistance. The godling has advantage on saving throws against spells and other magical effects.

Actions

Magic Pebble. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Healing Touch (2/Day). The godling touches another creature. The target magically regains 12 (2d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Invisibility. The godling magically turns invisible until it attacks or casts a spell , or until its concentration ends (as if concentrating on a spell). Any equipment the godling wears or carries is invisible with it.

Description

Not too long ago the areas around peasant hamlets were chock full of guardian spirits. Today it's nigh unto impossible to spot a brownie, bucka or lutin. And godlings, they are always the first to go. Such is the price we pay for civilization's forward march. — From the preface to "The World We Have Lost," by Professor Dorregaray

A Child for the Fairies. In remote villages, when food is scarce and winter is harsh, a desperate couple sometimes resort to the old ways to give their newborn a better chance at life. The legend says that when a babe is sick and weak, its parents should bring it deep into the woods, on a fairy hillock or in a glade were sprites and pixies can be spotted sometimes. They should return on the next day, for their child will have been taken by the fairfolks, to live eternally amongst them, lacking for nothing. In exchange, a new babe will be waiting for the parents, wearing somewhat the appearance of their child, a godling. If cared for and nursed with love, the godling will grow benevolent, aside from an inborn aptitude for trickery. If mistreated or abandoned, it will shrivel and grow bitter, becoming a vile entity, a bucka, causing death with deadly pranks.

Childish Behavior. Godlings are woodland fey dwelling in burrows and moss-covered hollow stumps on the outskirts of settlements, but a few accounts exist of some living in abandoned buildings in small towns or even cities. Godlings are similar to children in behavior and appearance, with big bright eyes differing in color (often blue and yellow, but lilac and grey have been reported as well), and pale blue, deep green or even violet skin. Like children, they delight in mischief, especially targeting vain and selfish individuals, which unfortunately leads to many seeing them as a nuisance. Buckas and godlings can be hurt by an herb called Burdock, which they despise the smell of, and is often used to drive them away. Most are unaware that the true blessing of a godling resides in its role of mediator between the fey world and civilization. Many villages would have been raised by scorned dryads or a wrathful leshen if it wasn’t for the opportune intervention of a godling.

Helpful Prankster. Godlings are deeply rooted in their home territory and perform acts of care and guardianship to those dwelling near it. They watch over people as well as animals, but, shy creatures by nature, they try to do so while remaining unseen. Godlings are drawn to joy and innocence, and so delight in the company of children and usually only show themselves to the young. These mischievous fey gladly perform small services for those in their care, asking only for respect and payment in the form of food or cast-off items in return. They are easily offended by churlish, ungrateful or simply rude behavior. Godlings also treasure their peace and quiet, but will go out of their way to help lost travelers, especially in dangerous regions of the Feywild. When the village a godling watches over becomes too populous or its inhabitants forget the old ways, it will abandon its burrow for good and wander into the Feywild.

Hags's Little Favorite

Hags cherish above all the taste of godling’s flesh, their innocence is like sweet ambrosia to them, getting them drunk on power. Those that desire a favor from a hag are certain to get her into a better disposition if they sweeten the pot with a live godling. It is believed that a hag that devours a godling can undertake a metamorphosis into another kind of hag with little time and effort.

Lair and Lair Actions

A godling claim a burrow, small cave or an abandoned building as it lair, including the surrounding area. The lair usually consists of a narrow crawling space where the godling can rest without fear of intrusion from larger creatures. The lair usually includes several small but cozy rooms, decorated with various trinkets and tools stolen from strangers or offered for its help.

Regional Effects

The region containing a godling's lair is influenced by fey magic, creating the following magical effects:

  • Rodents and birds within 3 mile of the godling's lair serve as the godling's eyes and ears.
  • Creatures within 3 miles of the godling's lair can feel an unsettling presence, meddling with their fate. When a creature makes an attack roll, an ability check, or a saving throw, the godling can choose to impose advantage or disadvantage on the roll. After doing so, the godling must succeed on a DC 10 Charisma saving throw or gain a level of exhaustion. A creature is unaffected by this magical effect if it has the Lucky feat.
  • Each time a creature that has been in the region for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the godling's lair 1 hour later. If the creature later goes to the godling's lair, its lost possessions stand out in its perception and are easily recovered.

When the godling dies, all of these regional effects fade immediately.

Habitat: CoastalForestGrasslandHillUrban

EleKTriiK

Comments

Posts Quoted:
Reply
Clear All Quotes