Kokiri Seer (5e Creature)

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Kokiri Seer[edit]

Small humanoid (kokiri), neutral good

Armor Class 13 (shield)
Hit Points 28 (8d6)
Speed 25 ft.

8 (-1) 13 (+1) 10 (+0) 11 (+0) 13 (+1) 15 (+2)

Saving Throws Wis +3, Cha +4
Skills Insight +3, Perception +3
Tools any one musical instrument
Senses passive Perception 14
Languages Common, Deku
Challenge 1/2 (100 XP)

Deku Tree's Protection. The kokiri has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Forest Dweller. The kokiri has advantage on all Wisdom (Survival) and Dexterity (Stealth) checks it makes in woodland terrain.

Innate Spellcasting. The kokiri's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: druidcraft, guidance, spare the dying
3/day each: animal friendship, detect evil and good, detect poison and disease
1/day each: augury, bless, sanctuary, telepathic bond


Multiattack. The kokiri makes two weapon attacks.

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Slingshot. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Unlike most kokiri, a seer has slight supernatural gifts that seemed to be bestowed in secret by the Great Deku Tree. These manifest most readily in the seer's slight spellcasting ability, and an unusual capability to sense forthcoming events. Although few kokiri have naturally green hair, seers almost always do.

As with all kokiri, a seer is usually followed and aided by a fairy of navigation.

See also[edit]

Back to Main Page5e Homebrew5e Creatures
Back to Main Page5e HomebrewCampaign SettingsHyruleBestiaryKokiri

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