Kilmoulis

Tiny fey, neutral

Armor Class 12
Hit Points 17 (5d4 + 5)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2)

Skills Acrobatics +4, Insight +5, Perception +5, Sleight of Hand +4, Stealth +4
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Fey Ancestry. The fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The kilmoulis’ innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
  • Stone Camouflage. The kilmoulis has advantage on Dexterity (Stealth) checks to hide in rocky terrain.

ACTIONS

  • Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
  • Achoo! (Recharge 6). The kilmoulis sneezes a 15-foot cone of blinding ash. Each creature in that area must succeed on a DC 12 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Invisibility (Recharges after a Short or Long Rest). The kilmoulis magically turns invisible until it attacks, casts a spell, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the kilmoulis wears or carries is invisible with it.
  • Grizzly Wail (1/Day). The kilmoulis can emit a mournful wail. Each creature within 30 feet of the kilmoulis that can hear it must make a DC 13 Wisdom saving throw or become overcome with despair manifesting as unshakable dread. Until the despair ends, the creature has disadvantage on all saving throws and gains the following flaw: “I’m convinced that I’m going to die.” The creature can attempt to end its despair each time it finishes a long rest, doing so with a successful DC 13 Wisdom saving throw. A calm emotions spell also ends the despair, as does any spell or other magical effect that removes a curse.

ABOUT

The kilmoulis appear as diminutive, humanoid beings with thin frames. Their skin tone ranges from earthy greens to deep browns, allowing them to blend in with their surroundings. Their most striking feature is their huge nose, from which grizzled hair sprouts. Kilmoulis lack mouths and appear to be sexless.

Kilmoulis are tiny fey creatures that dwell near human settlements and are often found haunting mills and other places of industry. Standing at less than a foot tall, their most notable feature is their massive nose, through which they inhale their food. Despite their mischievous nature, they are benevolent beings that seek to provide useful services and protect their human neighbors.

Kilmoulis prefer to reside in areas where humanoids are actively engaged in some form of industry. They particularly favor places where food is handled, such as mills, barns, and granaries. These clever fey creatures make their homes under floors, within walls, or high up in dark rafters. They only emerge from hiding when the workers have left the area.

Kilmoulis are not particularly aggressive creatures. However, they do use needles to deal with pests, like rats, infesting their dwellings. Such attacks cause minimal damage and are primarily meant to protect their homes.

Kilmoulis enjoy eating pork, which they can’t consume unless it is diced up advance by a helpful host. In return, they are willing to predict a host’s spouse using their divination abilities by using a ritual involving a cord.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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