Moodhog (5e Creature)

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Moodhog[edit]

Tiny beast, chaotic good


Armor Class 18 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 20


STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 10 (0)

Skills Perception +4
Senses passive perception 14
Languages None
Challenge 1/8 (25 XP)


Mood element change. The moodhog changes based on its mood. When its mood changes it changes to a different element.

Emotions/Forms

Happy/Excited/color blue. When a moodhog is happy or excited it releases electrical sparks from its spines and moves at incredible speeds. When attacked or when it touches someone it can make a attack roll and does 1d6 lightning damage on a hit. Movement speed is increased to 40 while in this mood.

Mad/Angry/color red. The moodhog is engulfed in fire. Anything that is flammable or clothe may catch on fire when the moodhog touches it. If someone touches the flaming moodhog they take DC 13 Dexterity saving throw and on a fail take 1d4 point of fire damage.

Sad/Upset/color ice blue. When the moodhog is upset or saddened its spines get covered in ice and it emits a chilling mist around it. Anyone within five feet of it must make a DC 11 Constitution saving throw and take 1d4 point of cold damage on a failed save.

Fear/color dark pink or bright purple. When the moodhog is afraid it glows purple and emits Purple Psychic energy. Anyone trying to read the mind of another person, message someone, or use telepathy within 30 feet when the moodhog is like this must make a DC 11 Wisdom saving through and takes 1d4 point of Psychic damage on a failed save.

Surprise/Alarm/color silver. When the moodhog is surprised it makes a attack roll releases and lets out shrill squeak. Everyone in hear range must past a DC 11 Constitution saving throw and take 1d4 point of Thunder Damage on a failed save

Disgusted/color Green. When the moodhog is disgusted its quills turn green and it releases small clouds of toxic gas. People standing within five feet of the moodhog must make a DC 11 Constitution saving throw and on a failed save take 1d4 point of Poison damage on a failed.

Sick/Ill/color black. When the moodhog is sick it’s quills turn black and is releases a dark aura. Anyone who touches the moodhog when it is like this must pass a DC 11 Constitution saving throw and on a failed save take 1d4 point of Necrotic damage

Salty/color Orange. The moodhog’s quills start releasing a orange liquid that deals 1d4 point of acid damage to anyone who touches the liquid.

Pride/color gold. When the moodhog is proud it glows gold and release and bright light. All enemies in sight range of the moodhog must make a DC 11 Constitution saving throw and on a failed save the Moodhog deals 1d4 points of Radiant damage to all enemies within sight range.

Serious/color White When the moodhog becomes serious its quills turn white and it glows with magic. The moodhog can make a attack roll and on a hit release a blast of magical energy, with a range of 50 feet, that deals 1d10 Force damage. The target of the attack must make a DC 13 Dexterity saving throw and on a success takes half damage.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Spiny Defense. As a action, the moodhog can roll itself up into a spiny ball. While rolled up, it gains a +1 to AC, and any creature attempting to grapple the hedgehog takes 1d4 piercing damage upon making a grapple check. While rolled up, the moodhog cannot take any action other than leaving this state. The moodhog can leave this state as a action.


The moodhog's emotions or its moods can be controlled by the DM or by the roll of a d10 by the DM unless the player wants to roll it. Now in certain situations the moodhog's mood will change. For example: A ghost appears and jumps at the party. In this case the moodhog will most likely become scared or startled.

Creating a Moodhog

Moodhogs are not born in the wild, they are created in labs or mage towers by infusing large amounts of magic with a Hedgehog, to be precise five spells from each school of magic. This is a very tricky and dangerous process and must be done with the utmost care in order for it to succeed. Note this process could work on other animals but its up to the DM and players to decide that. The Dm can decide what is needed for the process or change how many spells are needed. If there is a need for it I will post a picture of the spell list.



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