Spunky

Small fey, chaotic evil

Armor Class 13
Hit Points 22 (5d6 + 5)
Speed 30 ft.

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

Skills Deception +1, Perception +4, Stealth +5
Damage Immunities radiant
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Fey Ancestry. The spunky has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The spunky’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
  • Malignant Aura. Any Humanoid creature that starts its turn within 10 feet of the spunky must succeed on a DC 11 Wisdom saving throw or be frightened until the start of its next turn.
  • Pack Tactics. The spunky has advantage on an attack roll against a creature if at least one of the spunky’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Variable Illumination. The spunky sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The spunky can alter the radius as a bonus action.

ACTIONS

  • Radiant Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) radiant damage.
  • Invisibility. The spunky and its light magically become invisible until it attacks or until its concentration ends (as if concentrating on a spell).
  • Lure of Deceit. The spunky creates an illusory light resembling a friendly-looking window. The light can be seen up to 60 feet away. A creature that starts its turn within 30 feet of the illusory light must make a DC 12 Wisdom saving throw. On a failed save, the creature believes the light is real and becomes charmed by the spunky. The charmed creature moves its speed toward the light and takes no actions other than to move toward it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the creature ends its turn within 5 feet of the light or the spunky, it can attempt a new saving throw. If the saving throw is successful, the creature is immune to this spunky’s Lure of Deceit for the next 24 hours.

ABOUT

Spunkies are small, goblin-like creatures with twisted features. They have glowing eyes and mischievous grins. Their bodies are covered in mottled, sickly skin, and they emit a faint, eerie glow. When they reveal their true forms, they appear grotesque and unsettling, with long, gnarled fingers and wicked expressions.

Spunkies are drawn to wild, dark places, particularly dense forests and desolate moors. They prefer to remain hidden during daylight and become active at night, when they manifest their malignant auras and use their illusory magic to deceive and ensnare unwary travelers.

Spunkies are chaotic creatures that thrive on the suffering and misfortune of others. They are known for their cruel behavior, leading travelers astray and causing accidents that lead to injury or death. They are particularly malicious towards unprotected children, stealing them away and leaving changelings in their place. Spunkies are often seen as harbingers of tragedy and are avoided by those who know of their wicked nature.

Spunkies derive twisted pleasure from leading unsuspecting travelers to their doom. They use their innate spellcasting abilities to create lights, which they use to lure victims into dangerous situations. Whether it’s guiding someone off a cliff or into a morass, the spunkies delight in causing harm. They are particularly active at night, using their illusions to create confusing and treacherous paths for those who dare to venture into their territory.

Section 15: Copyright Notice

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

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