Skull Kid Miscreant (5e Creature)
Skull Kid Miscreant
Small humanoid (skull kid) , chaotic evil (50%) or chaotic neutral (50%) Armor Class 13 (armor scraps)
Skills Acrobatics +4, Perception +3, Survival +3 Eternal Youth. The skull kid is immune to any effect that would cause it to age. Immutable. When the skull kid makes a saving throw against a magic effect that doesn't inflict damage, it makes the save with advantage. Navigator. The skull kid has advantage on Wisdom (Survival) checks to navigate or avoid becoming lost. Woodland Weapons. The skull kid has a +1 bonus on damage rolls with blowguns, clubs, slingshots (included in the attack). ACTIONSMultiattack. The skull kid makes two attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 4 piercing damage.
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![]() See Skull Kid (5e Race). A miscreant might live in the depths of the forest or on the fringe of more urban societies, usually among other skull kids. It is likely a thief, a trickster, and a rascal who steals things more for fun than for wealth. Like most skull kids, it has an easy time surviving in the wild and cares little for rules or society. Many skull kids carve their own weapons, instruments, and tools from wood. It is common for a miscreant to fashion a unique kind of flute that can also function as a blowgun. Such a weapon is usually used as a last resort, as a typical for a skull kid to flee from any substantial threat. |
See also
- Skull kid, the race to which this creature belongs
- Skull kid magician, a spellcasting member of this race
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