Vagrant (5e Creature)

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Small fey, unaligned

Armor Class 10 (natural armour)
Hit Points 21 (6d6)
Speed 20 ft.

13 (+1) 8 (-1) 11 (+0) 6 (-2) 9 (-1) 10 (+0)

Skills Perception +1
Proficiency Bonus +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 11
Challenge 1/4 (50 XP)

Hoarder. A vagrant can hold up to 500 pounds of material inside its vacuous core. Said material is held in a pocket dimension until the vagrant expels it or it dies.

Innate Spellcasting. The vagrant's spellcasting ability is Charisma (spell save DC 10). The vagrant can innately cast the following spells, requiring no material components:

3/day: magic missile
1/day: plane shift (self only)


Claw (Evil Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

A white evil vagrant.

No one really knows what vagrants really are, and many years of research has done little to really discern their nature. They are assumed to be the result of certain individuals dying and leaving behind great fortunes, as such events often precede vagrant sightings. Vagrants have been known to drop rubbish and detritus, but also extremely valuable treasures and magic items.
There are four types of vagrant, good, evil, white and red. "Good" vagrants resemble eggs with legs that flee from any hostile creatures by using a limited plane shift that takes them to another world within their current plane. "Evil" vagrants have large claws that they swipe at hostiles with.

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