Hint (5e Creature)

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Hint[edit]

Small aberration, neutral evil


Armor Class 14
Hit Points 20 (8d6 - 8)
Speed 80 ft.


STR DEX CON INT WIS CHA
9 (-1) 19 (+4) 8 (-1) 16 (+3) 16 (+3) 6 (-2)

Skills Stealth +6
Proficiency Bonus +2
Damage Vulnerabilities radiant
Damage Immunities necrotic
Condition Immunities blinded, deafened, prone
Senses truesight 60 ft., passive Perception 13
Languages
Challenge 1/2 (100 XP)


Amorphous. The hint can move through a space as narrow as 1 inch wide without squeezing.

Sight Vulnerability. If the hint is seen by a creature that isn't undead or a construct, it takes 20 psychic damage and is incapacitated until the end of its next turn.

Stealth Mastery. The hint has advantage on all Dexterity (Stealth) checks.

Unseen Strike. When the hint attacks, it does not reveal itself to its target or those nearby.

ACTIONS

Glass Shard. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


A creature born from an occult ritual, a hint is most comfortable behind: behind doors, behind walls, and behind you. It is a creature that can fit under doors and kill with glass, but one which can not survive the gaze of a living mortal for long.
Hints are commonly summoned by cultists for reconnaissance or assassination of highly guarded targets.

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