Dactyl

Medium humanoid (dactyl), neutral

Armor Class 18 (breastplate +1, shield +1)
Hit Points 44 (8d8+8)
Speed 35 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 8 (-1)

Saving Throws Str +4, Con+3
Skills Arcana +5, History +3, Religion +3
Damage Resistances acid and poison
Senses darkvision 60 ft., passive Perception 10
Languages Primordial, Common Greek
Challenge 2 XP)

SPECIAL TRAITS

  • Magic Weapons and Armor. The dactyls’ weapons and armor are magical. However, each item’s magical bonus permanently fades if it is separated from the dactyl for 24 hours.
  • Innate spellcasting. The dactyls’ innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The dactyls can innately cast the following spells, requiring no material components:

ACTIONS

  • Multiattack. A dactyl makes two attacks with her spear or sword.
  • Spear +1. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 +3) piercing damage if used with two hands to make a melee attack.
  • Short Sword +1. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

ABOUT

Laboring at forges in small, hamlets around Mount Ida, dactyls spend their days mastering the arts of metalwork. Dactyls resemble Neolithic dwarves with enormous genitals. They have dark, wiry hair and heavy brows that conceal their small, black eyes. They wear scant clothing. When battle calls, they dress in magical armor and use magical weapons Hidden Villages. Dactyls are wary and suspicious of outsiders. Most adventurers who seek them are either looking for favors or to steal from them. As such ,their villages are concealed and protected by guardians. These guardians may be elite dactyl warriors, korybantes, or some sort of creature.

Variant: Dactyl Miner

A few dactyl clans focus on mining ore rather than metalworking. These dactyls may be armed with heavy weapons such as hammers and picks. These weapons are no less magical than those their cousins use.

  • Their darkvision extends to 120 feet.
  • War Pick +1. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Warhammer +1. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage.
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Mystery Cults: The Great Mother, Copyright 2021, Bloodstone Press

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