Kikimora
A kikimora arrives with the house and stays with it. In a well-kept house she minds the poultry and finishes the spinning. In a badly kept one she tangles every thread on the wheel, breaks the crockery, torments the hens, and sits on the chest of whoever sleeps nearest the stove. Washing the pots in fern tea moves her on.
- Physiology
- Fae
- Size
- Small
- Speed
- 30 ft., climb 30 ft.
- Armor class
- 14
- Hit points
- 54 (12d6 + 12)
- Proficiency
- +2
- STR 8 -1 save -1
- DEX 16 +3 save +3
- CON 12 +1 save +1
- INT 12 +1 save +1
- WIS 14 +2 save +2
- CHA 13 +1 save +1
- Skills
- Sleight of Hand +5 , Stealth +5
- Passive Perception
- 12
- Senses
- darkvision 60 ft.
- Languages
- Sylvan, Common
- Found in
- Farmland , Settlement
Traits
-
House Bound
The kikimora cannot be driven out of a house she has settled in except by washing every vessel in it with fern tea, which takes an hour and a DC 14 Nature check.
-
House Judgment
In a house kept clean the kikimora does the work of two servants overnight. In one that is not, objects are not where they were left by morning.
Actions
-
Spindle
+5 to hit · reach 5 ft.
2d4 + 3 piercing damage
-
Night Spinning
One sleeping creature within 30 feet makes a DC 12 Wisdom save. On a failure it wakes Paralyzed until the end of its next turn.
-
Tangle
Every rope, thread, harness and cable within 20 feet knots. Freeing one takes an action and a DC 13 Sleight of Hand check.