Stick Man (5e Creature)

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Stick Man[edit]

Tiny aberration, chaotic evil


Armor Class 12 (natural armor)
Hit Points 25 (10d4)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 4 (-3) 14 (+2) 4 (-3)

Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 1/2 (100 XP)


Rampage. When the stick man reduces a creature to 0 hit points with a melee attack on its turn, the stick man can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Control (Recharge 6). One creature whose space the stick man is occupying must attempt a DC 12 Strength saving throw. On a failure, they become berserk and can not directly target the stick man with any effect that would deal damage, and when the creature moves, the stick man moves as well. This lasts until the stick man leaves the creatures space.


Warpedfauna2.jpg
A swarm of stick men (top) in Berserk chapter 215, [Source]

Born from the same source as trolls, stick men draw their existence from humanity's desires to control. While this foundational aspect is not not necessarily a violent desire, leaving them craven, weak beings that travel in swarms of clones, they are nonetheless dangerous. When a creature spends an extended period of time under the control of a stick man, their body slowly unravels, becoming a mess of physical and mental clones of the same stick man. They are quick to engage creatures, even if they have no possibility to control said creature, and their limited intelligence leaves them indifferent to their own fallen.


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