Scrimshaw Figure (5e Creature)

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Scrimshaw Figure[edit]

Tiny construct, neutral good

Armor Class 14 (natural armor)
Hit Points 10 (4d4)
Speed 20 ft., swim 20 ft.

4 (-3) 14 (+2) 10 (+0) 4 (-3) 8 (-1) 11 (+0)

Saving Throws Dex +4
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft. (blind beyond this range), truesight 20 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
Challenge 1/4 (50 XP)

Antimagic Susceptibility. The scrimshaw figure is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the figure must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Innate Spellcasting. The scrimshaw figure's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: light (on itself only)
1/day each: guidance, water breathing, water walk

False Appearance. While the scrimshaw figure remains motionless, it is indistinguishable from a normal carved statue.


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 1 cold damage.

A small figure, carved simply but with obvious care from whale bone or ivory. These somewhat common constructs are created by sailors to provide protection and good luck on sea voyages; they most often appear as mermaids or whales, but are sometimes carved into the shape of other sea life or even to look like miniature sailors themselves. When not providing lookout over resting seamen or assisting with daily tasks around the ship, scrimshaw figures can often be found dancing to music played by the crew.

Construct Nature. A scrimshaw figure doesn't require air, food, drink, or sleep.

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