Medium fiend, neutral evil

Armor Class 15 (with quills, 11 without)
Hit Points 39 (6d8 + 12)
Speed 25 ft.

16 (+3) 18 (+4) 15 (+2) 9 (-1) 11 (+0) 11 (+0)

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 10
Languages Common
Challenge 4 (1,100 XP)


  • Quill Defense. Each time a creature makes a melee attack against a chiss, it takes 2 piercing damage if the chiss has any quills left. A creature can choose to make an attack with disadvantage to avoid this damage.
  • Quill Regrowth. The chiss has sixty quills. Used quills regrow when the chiss finishes a long rest.
  • Regeneration. The chiss regains 5 hit points at the start of its turn if it has at least 1 hit point.


  • Quill Volley. The chiss makes up to 1d6 quill attacks, but it cannot attack the same target more than twice during its turn.
  • Quill. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Quill Burst. The chiss unleashes all of its quills at once in a burst. Each creature within 20 feet of it must succeed on a DC 14 Dexterity saving throw or take 27 (6d8) piercing damage. This attack leaves the chiss defenseless with none of its quills.


This overgrown porcupine bristles with quills.

Chiss are evil spirits that looks like overgrown porcupines. They differ from their mundane counterparts in both disposition and ability, as they can fire their quills in any direction. Fortunately the chiss have a limited number of quills, which significantly reduces their threat after an attack. Beneath their spiky defenses their skin is as smooth as leather.

Indiscriminate Fire. Chiss have a foul temper and, because they are not easy to kill, use their spines indiscriminately. When provoked by multiple opponents, they are just as likely to use their quill burst, trusting that few can survive the onslaught.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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