Chespin (5e Creature)

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Tiny elemental, any alignment

Armor Class 14 (natural armor)
Hit Points 12 (4d4 + 2)
Speed 30 ft.

15 (+2) 16 (+3) 15 (+2) 11 (+0) 12 (+1) 9 (-1)

Damage Vulnerabilities fire
Senses passive Perception 11
Languages Terran, understands Common but cannot speak it
Challenge 1 (200 XP)


Leech Seed. The chespin can use an action to make a ranged weapon attack against any creatures it can see within 120 feet in a 20 ft. area. Any creatures in that area must make a DC 13 Constitution saving throw or take 8 (1d8 + 4) necrotic damage. The chespin regains hit points equal to half the damage dealt rounded up.

Vine Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Spiny Hide. If a creature makes a melee attack against the chespin, the chespin can use an action to make his hide spiky, dealing 2 (1d4) piercing damage to the attacker.


Chespin are forest dwellers, staying within the confines of the forest where they know they can stay safe in the trees instead of running around the valleys where they'd be easy pickings. They only leave the forests when someone comes by and trains them to fight. When in battle, chespin will stiffen the quills on its head, making them into tough, sharp spikes.

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