Heckler (5e Creature)

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Small fiend, neutral evil

Armor Class 14 (natural armour)
Hit Points 9 (2d6 + 2)
Speed 30 ft., fly 30 ft.

7 (-2) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 17 (+3)

Skills Deception +5, Perception +3, Stealth +5
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 2 (450 XP)

Innate Spellcasting. The heckler's innate spellcasting ability is Charisma (spell save DC 13, +5 to spell attacks). The heckler can cast the following spells innately, requiring no material components:

At will: fire bolt, vicious mockery
3/day: charm person

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


Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.

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

Small fiends that resemble red-skinned goblins, hecklers love insulting others. They can even use magic to make their insults cause pain in those that hear them, and they can summon bolts of flame or become invisible. Craven at heart, a group of hecklers attack when they outnumber opponents, and flee when the odds turn against them.

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