THE SHARED REFERENCE Adventurer

Monster

Tixie Tockworth

Outside your table’s allowed sources

Official reference · KftGV · 2014

Creature type
Humanoid
Size
Small
Armor class
17 (natural armor, shield)
Hit points
75 (10d6 + 40)
Speed
Walk 30 ft.
Challenge rating
7
Alignment
Chaotic Evil
Strength
16
Dexterity
13
Constitution
18
Intelligence
17
Wisdom
9
Charisma
10
Passive Perception
12
Saving Throws
int: +6; wis: +2
Skills
arcana: +9; perception: +2
Senses
truesight 60 ft.
Languages
Common, Gnomish, Terran, Undercommon

Traits

Force Field

Tockworth generates a magical force field around herself. This force field has 15 hit points and regains all its hit points at the start of each of Tockworth's turns, but it ceases to function if Tockworth drops to 0 hit points. Any damage Tockworth takes is subtracted from the force field's hit points first. Each time the force field regains hit points, the following conditions end on Tockworth: grappled, restrained, and stunned.

Actions

Multiattack

Tockworth makes three Shortsword or Lightning Discharge attacks.

Shortsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) force damage.

Lightning Discharge

Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 16 (3d10) lightning damage.

Bonus actions

Scalding Steam (Recharge 5–6)

Tockworth emits a jet of piping-hot steam in a 15-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting

Tockworth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):

At will: nondetection (self only)

2/day: dimension door

1/day each: blindness/deafness, blur

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