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    Tomtin

    Small fey (shapechanger, vampiric), chaotic evil

    Armor Class 13 (patch-work leather)

    Hit Points 40 (9d6 + 9)

    Speed 30 ft., climb 20 ft.

    STR 13 (+1) · DEX 15 (+2) · CON 13 (+1) · INT 10 (+0) · WIS 12 (+1) · CHA 10 (+0)

    Saving Throws Dex +4

    Skills Perception +3, Stealth +6

    Damage Vulnerabilities damage from weapons forged of cold iron

    Damage Resistances necrotic, poison

    Condition Immunities poisoned

    Senses darkvision 60 ft., passive Perception 13

    Languages Common, Sylvan

    Challenge 2 (450 XP)

    Traits

    Pack Tactics. The tomtin has advantage on an attack roll against a creature if at least one of the tomtin’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    Regeneration. The tomtin regains 5 hit points at the start of its turn if it has at least 1 hit point and hasn’t taken damage from a cold-iron weapon, radiant damage, or holy water since the end of its last turn. The tomtin dies only if it starts its turn with 0 hit points and can’t regenerate.

    Red Hands. The tomtin’s clothing never soaks up blood. A creature who wears a tomtin’s cap gains advantage on Dexterity (Stealth) checks made to hide bloodstains. (This has no combat effect but explains treasure that might be recovered.)

    Actions

    Multiattack. The tomtin makes two Chain Lash attacks, or one Chain Lash attack and one Draining Bite.

    Chain Lash. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 2) slashing damage plus 2 (1d4) necrotic damage, and the target must succeed on a DC 12 Strength saving throw or be restrained by the chain (escape DC 12). Until this grapple ends, the tomtin can’t lash another creature.

    Draining Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one restrained, incapacitated, or prone creature. Hit: 5 (1d4 + 2) piercing damage plus 5 (2d4) necrotic damage. The tomtin regains hit points equal to the necrotic damage dealt.

    Bonus Actions

    Skitter. The tomtin moves up to half its speed without provoking opportunity attacks. It must end this movement closer to a creature that isn’t a tomtin.

    Reactions

    Trip. When a creature within 10 feet of the tomtin that is restrained by its chain attempts to stand up, the tomtin can force the creature to make a DC 12 Dexterity saving throw. On a failed save, the creature remains prone.

    Lore

    Little red-clad forest sprites who ambush travelers with chains and clubs, then lap up the spilled blood from the ground.

    Tomtins belong to the class of mythic beings modern folklore scholars label “vampiric faeries.” Their image took shape in pre-Christian Germanic lands and gradually transformed, offering a rare, intricate cultural arc: from forest spirits who killed to collect blood tribute for pagan fertility gods to Santa’s harmless Christmas helpers.

    On the outside, tomtins were described as humanoid dwarfs about 2–3 feet tall (60–100 cm). Their unchanging garb was made entirely of bright-red pieces; in the ancient setting that color pointed straight to blood. Later lore added a practical note: red hides the stains left after attacks. The tomtins’ faces looked elderly, their skin was wrinkled, their gaze piercing, and their mouths held sharp teeth built not for a neat bite but for ragged wounds. After a victim bled profusely, tomtins would lap the fluid straight from the ground, underscoring their bestial nature. Despite their size their dense muscles let them move swiftly through the underbrush and, when working as a pack, knock down a grown human.

    From Vampire Bestiary 5E, p. 100 · Fern Flower Press