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Kratt

Tiny construct (devil, shapechanger), lawful evil

Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 13 (+1)

Skills Perception +2, Sleight of Hand +5, Stealth +5
Saving Throws Dexterity +5
Damage Vulnerabilities fire
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of its creator but can’t speak
Challenge 1 (200 XP)

Special Traits

  • Axiomatic Mind. The kratt can’t be compelled to act in a manner contrary to its instructions. A kratt that is given an impossible tasks suffers from a Death Burst after it fails an attack, skill, or saving throw roll three times in a row.
  • Death Burst. When the kratt dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.
  • Devil’s Sight. Magical darkness doesn’t impede the kratt’s darkvision.
  • False Appearance. While the kratt remains motionless, it is indistinguishable from an ordinary, inanimate pile of straw.
  • Familiar. The kratt can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the kratt senses as long as they are within 1 mile of each other. While the kratt is within 10 feet of its master, the master shares the kratt’s Magic Resistance trait. If its master violates the terms of the contract by not giving it a new task every 24 hours, it attacks the master and ends the telepathic bond.
  • Heated Body (Fire form only). A creature that touches the kratt or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage.
  • Magic Resistance. The kratt has advantage on saving throws against spells and other magical effects.
  • Shapechanger. The kratt can use its action to polymorph into a beast form that resembles a cat (speed 40 ft., climb 30 ft.), a ball of fire (0 ft., fly 60 ft.) or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions

  • Fork (Bite in Cat Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Invisibility. The kratt magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the kratt wears or carries is invisible with it.

About

Created from hay and household implements, kratti are constructs animated by a deal with a devil. The master has to give the devil three drops of blood, and in return it animates to serve. Kratti are used primarily as house servants to fetch items. They will deliver goods such as butter, gold, grain, or milk to enrich its master; owners who aren’t precise in where these items are sourced will find they come from neighbors.

Kratti must work constantly or they become dangerous to their owners. To keep kratti busy, owners will often give them impossible tasks, like building a latter from bread.

Kratti given impossible tasks will eventually explode.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.