Needlekin (5e Creature)
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Needlekin[edit]
Medium construct, unaligned Armor Class 14 (natural armor)
Saving Throws Dex +4 Ambusher. The needlekin has advantage on attack rolls against any creature it has surprised. Immutable Form. The needlekin is immune to any spell or effect that would alter its form. Magic Resistance. The needlekin has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The needlekin makes two sting attacks. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage. If the target is a creature, roll a d6. It suffers one of the following effects determined by the roll: 1. Acid. The target takes 7 (2d6) acid damage.
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The needlekin are a foul race of quasi-undead often constructed by necromancers with a penchant for artifice. Needlekin are actually constructs similar to flesh golems, albeit weaker and more specialized. Tall Men. A needlekin is a gaunt, incredibly thin, pale gray humanoid with long, constrained limbs and a face with no mouth or nose, only two black, beady eyes that appear heavily infected. A needlekin has no fingers, but instead five syringes on each hand, all of them filled with various deadly fluids that pump through the thick veins of the monster. A sting from these syringes is not a pleasant thing. In The Veins. Needlekin are often used as arsenals of experimental poisons, diseases and potions, but are also utilized as torturers, bodyguards, assassins and spies. Each sting from a needlekin's syringe is a surprise, and not a pleasant one: an enemy can be injected with a debilitating poison, infected with flesh-eating microbes, or indeed given a relatively harmless cocktail. Of note is that a needlekin can't decide what it fills its opponents with; it has neither the intellectual capacity nor the inclination to be so strategic. A Sting in the Dark. Needlekin are rarely instructed to fight fair. They sneak up on foes and try to catch them by surprise in order to easily sting them. They think nothing of escaping a battle to return later, and can track foes for days. They fight tactically in concert with other creatures only if they've been instructed to by their master. Otherwise, a needlekin is seemingly obsessed with injecting its foes as many times as possible, and then observing their misery from afar. Constructed Nature. A needlekin doesn't require air, food, drink, or sleep. |
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