Kuriboh (5e Creature)

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tiny outsider, neutral

Armor Class 13
Hit Points 5 (d4+1 (3))
Speed 15 feet, fly speed 5 feet

12 (+1) 13 (+1) 12 (+1) 11 (+0) 9 (-1) 11 (+0)

Saving Throws Dexterity +2
Skills stealth +2
Senses &mdash
Challenge 1/2 (200 XP)

Irritant. Any opponent that strikes a kuriboh with a melee attack, takes d2 (1) poison damage and must make a Constitution save or have a -2 penalty to attack rolls until the start of their next turn


Multiattack. The kuriboh makes 2 claw attacks Claws. Melee Weapon Attack +2 to hit, reach 5 ft., one target. Hit: 1d2+1 (2) damage.


Explode. When dropped to zero hit points or struck by an attack, deal 2d3 (3) fire damage to creatures within 30 feet.

One of the more common creatures of the region of the plane of shadow known as the shadow realm, these flying furballs tend to serve as the realm's equivalent of pigeons, nearly everywhere to the point of being a common nuisance. They are smart enough to understand other languages and remember beings they encounter and are a bit more intelligent than what most people think they are

multiplying like rabbits: Kuribohs tend to live for about 80 years despite being so frail. They generate more of themselves by splitting off every day at midnight so a single kuriboh can multiply into a vast horde given enough time. This splitting ability can be stopped by the kuriboh itself but only if it choose to do so

arcane eye: kuriboh's can serve as familars for wizards and warlocks and tend to associate with those with some strong connection to magic and destiny, such as a adventurer, first starting a life out on the road. Such connections are forged by the kuriboh seeking out the person in question as they leave the safety of their home.

variations: kuribohs due to their quick breeding nature and magical lineage, they tend to be quite adaptable, able to change to suit their environment and their surrounding threats and allies over time such as growing wings if living in a high place or gain resistance to fire if living in a hot arid place.

Helper: kuriboh's tend to follow around those that help them, typically humanoids or arcane magic users of some kind. They try to deal with threats and alert their master of potential danger in addition to just trying to help around the area

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