Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common, Sylvan
Resistances & Immunities
Traits
Hidden Home
The kikimora can spend 1 minute scribing a magical symbol on a wall, baseboard, cupboard, or other semi-permanent object within a structure. The symbol remains until the kikimora inscribes another symbol elsewhere. While within 5 feet of the surface where the symbol is inscribed, the kikimora can use an action to touch the symbol and be transported to an extradimensional space just large enough to hold the kikimora and up to 50 pounds of nonmagical objects. Only the kikimora can enter this space, along with any nonmagical objects it is wearing or carrying, up to the extradimensional space’s limits. While inside the extradimensional space, the kikimora can see out as if through a 2-foot-by-2-foot window centered on the symbol and can exit the space as an action, appearing in an unoccupied space within 10 feet of the surface where the symbol is inscribed.
Magic Resistance
The kikimora has advantage on saving throws against spells and other magical effects.
Actions
Claw
+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Domestic Magic
The kikimora can cast the mending, minor illusion, and prestidigitation cantrips at will, requiring no material components and using Charisma as the spellcasting ability.
House Pests
The kikimora magically calls 1 swarm of bats, insects, or rats. The called creatures arrive in 1d4 rounds, acting as allies of the kikimora and obeying its spoken commands. The Beasts remain for 1 hour, until the kikimora dies, or until the kikimora dismisses them as a bonus action.
Invisibility
The kikimora magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the kikimora wears or carries is invisible with it.
Multiattack
The kikimora makes three Claw attacks.
Bonus Actions
Homeward Step
While within a structure containing its hidden home (see the Hidden Home trait), the kikimora magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of the hidden home's symbol.
About Kikimora
Kikimora is a medium fey with a Challenge Rating of 5. It has a chaotic neutral alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 78 hit points (derived from 12d8 + 24).
Kikimora has communication capabilities including Common, Sylvan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Kikimora
2 tips available
GM Tips: Using Kikimora
When using Kikimora in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
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Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Kikimora
2 strategies available
Player Guide: Facing Kikimora
When your party encounters this creature, keep these strategies in mind:
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Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Kikimora?
- Kikimora has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Kikimora?
- Kikimora is a Medium Fey, which affects how certain spells and abilities interact with it.
- What languages does Kikimora speak?
- Kikimora can communicate in Common, Sylvan.
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