Tiny beast, unaligned

Armor Class 13
Hit Points 6 (4d4 – 4)
Speed 30 ft., climb 30 ft., swim 20 ft.

4 (-3) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Sleight of Hand +5
Senses darkvision 60 ft., passive Perception 13
Challenge 1/8 (25 XP)


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can’t use its bite on another target. While the target is grappled, the wharfling’s bite attack hits it automatically.
  • Pilfer. A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action against a DC equal to 10 + the grappled target’s Dexterity modifier. On a successful check, the wharfling steals a small metallic object from the target, and the theft is unnoticed if the check result equals or exceeds the target’s passive Perception. A wharfling flees with its treasure.


Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions.

Waterborne Packs. Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more.

Thieving Gits. Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets.

Section 15: Copyright Notice

Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.