Howdy friends!
Some of you may know, and some of you may not know, that Obojima is a 5e setting inspired by the works of Hayao Miyazaki, the World of Hyrule, and classic pastoral animation. It creates a Natural Roleplaying framework for your 5e game that puts exploration, benevolent relationships, and experiences of wonder and discovery at the center of the story. Obojima is also a great toolkit to add these beloved elements to your game's long-running story if you don't want to commit fully to the Obojima setting as written.
Because Games & Stuff really enjoys the Obojima setting, we've decided to offer this new friend for your 5e - and especially Obojima - games!
Mischief, Spirit Rat of the Burned Glen
Tiny fey (spirit), neutral
Armor Class 14 (natural armor)
Hit Points 45 (10d4 + 20)
Speed 40 ft., climb 20 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
6 (−2) |
18 (+4) |
14 (+2) |
16 (+3) |
14 (+2) |
18 (+4) |
Skills Insight +5, Perception +5, Sleight of Hand +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Sylvan, Common; telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits:
Spirit of the Glen. Mischief ignores nonmagical difficult terrain. He has advantage on Dexterity checks made in forested, misty, or warm & breezy conditions.
Crystal Monocle. While wearing his crystal monocle, Mischief can cast detect magic, comprehend languages, and legend lore (regarding any game or puzzle), once each per short or long rest. To use legend lore, Mischief must have observed the game for at least 10 minutes.
Imaginative Painting (Concentration). As an action, Mischief creates an illusory figure within 30 feet. The figure lasts up to 1 minute while Mischief concentrates (save DC 15). The illusion can move up to 20 feet on Mischief’s turn. A creature that sees the figure must succeed on a DC 15 Wisdom saving throw or be charmed until the illusion ends. On a successful save, the creature is immune for 24 hours.
Master of Games. Mischief has advantage on ability checks made to solve, explain, or teach games, puzzles, or card tricks. He always knows the rules of any game that exists.
Actions:
Multiattack. Mischief makes two Tiny Claw attacks.
Tiny Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Lavender Green Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) psychic damage. The target must succeed on a DC 15 Intelligence saving throw or involuntarily reveal a minor secret (their hand of cards, their next move, etc.)
Playful Challenge (Recharge 5–6). Wisdom Saving Throw: Each creature within 60 feet must make a DC 15 Wisdom saving throw. On a failed save, the creature is fascinated for 1 minute, becoming incapacitated with a speed of 0. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Legendary Actions:
Mischief can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Mischief regains all expended uses of at he start of each of its turns.
Whispered Hint. Mischief grants advantage on the next ability check made by one creature within 30 feet.
Miniature Figment. Mischief creates a harmless Tiny illusion of a soldier within 20 feet. It lasts until the start of Mischief’s next turn.
Air of Tranquility (Costs 2 Actions). Mischief exhales a cone of sleepy autumn air (15 ft.). Each creature in the cone must succeed on a DC 15 Wisdom saving throw or fall asleep (as the sleep spell, up to 30 hit points of creatures) for 1 minute.