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    Bog Kikimora

    Medium fey (shapechanger), neutral evil

    Armor Class 14 (natural armor)

    Hit Points 82 (11d8 + 33)

    Speed 30 ft., swim 30 ft.

    STR 12 (+1) · DEX 16 (+3) · CON 16 (+3) · INT 14 (+2) · WIS 12 (+1) · CHA 14 (+2)

    Skills Deception +5, Perception +4, Stealth +6, Survival +4

    Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Senses Darkvision 60 ft., passive Perception 14

    Languages Common, Sylvan

    Challenge 4

    Traits

    Amphibious. The Bog Kikimora can breathe air and water.

    Shapechanger. The Bog Kikimora can use her action to polymorph into a Small or Medium beast (typically a frog, toad, goose, or duck), or back into her true form. Her statistics are the same in each form, except for the size and speed changes noted in the form's statistics. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

    Swamp Camouflage. The Bog Kikimora has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

    Spellcasting. The Bog Kikimora is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She requires no material components to cast her spells. She knows the following spells:

    - Cantrips (at will): Druidcraft (PHB, p. 236), Minor Illusion (PHB, p. 260), Poison Spray, PHB, p. 266

    - 1st level (4 slots): Entangle (PHB, p.238), Fog Cloud (PHB, p.243), Silent Image (PHB, p.276)

    - 2nd level (3 slots): Invisibility (PHB, p.254), Suggestion (PHB, p.279)

    - 3rd level (2 slots): Plant Growth (PHB, p.266), Stinking Cloud (PHB, p.278)

    Will-o'-Wisps Summoning (1/Day). The Bog Kikimora can use an action to magically summon 1d4 will-o'-wisps. The summoned creatures appear in unoccupied spaces within 60 feet of her and act as her allies. They remain for 1 hour, until the Bog Kikimora dies, or until she dismisses them as a bonus action.

    Magic Resistance. The Bog Kikimora has advantage on saving throws against spells and other magical effects.

    Actions

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

    Hit: 7 (2d4 + 2) slashing damage.

    Hypnotic Gaze. The Bog Kikimora targets one creature she can see within 30 feet of her. If the target can see the Kikimora, it must succeed on a DC 13 Wisdom saving throw or be charmed until the end of the Kikimora's next turn. While charmed in this way, the creature is incapacitated and has a speed of 0.

    Luring Wail (Recharge 5–6). The Bog Kikimora emits a haunting wail audible within 300 feet. Creatures of her choice within 60 feet that can hear the wail must make a DC 13 Wisdom saving throw. On a failed save, a creature feels compelled to move toward the Kikimora on its next turn, using the most direct route and avoiding obvious hazards. This effect doesn't provoke opportunity attacks. The effect ends on the creature after it moves or if it takes damage.

    Reactions

    Fade into Mist. When the Bog Kikimora takes damage, she can use her reaction to turn invisible until the start of her next turn or until she attacks or casts a spell.

    Lore

    An evil female spirit, calling travelers with screams to lure them into inescapable swamps.

    In all myths, the Bog Kikimora is described as a terrifying creature that inhabits forest swamps. She usually takes the appearance of an old woman wrapped in rough cloth, which she has woven herself from moss and algae. Visually, she is a frightening woman—very shaggy, with unkempt hair sticking out in all directions. Her distinctive features are green skin, large hands, and, like other swamp creatures, short legs. However, few living people have seen the Kikimora because she is incredibly stealthy—in the swamps, at best, you might hear her wail. She fears sunlight. With the onset of darkness, like the rest of the forest's evil spirits, she emerges from her hiding place and begins to roam her swamp kingdom in search of a new victim.

    It's believed that Kikimoras appear in swampy areas where a brutal murder has been committed or where there's a strong accumulation of negative energy—for example, due to dark rituals or frequent use of dark magic.

    From The Witchwood Bestiary 5E, p. 36 · Fern Flower Press