Creature Reference Back to Creatures

Kikimora

Medium · Fey · CR 5 · Chaotic Neutral

Armor Class
15 (natural armor)
Hit Points and Hit Dice
78 (12d8 + 24)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
13
+1
DEX
18
+4
CON
15
+2
INT
12
+1
WIS
16
+3
CHA
21
+5

Overview

Category Monsters
Size Medium
Type Fey
Alignment Chaotic Neutral
XP 1800
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Skills

Deception +8 Persuasion +8 Stealth +7

Languages

Common, Sylvan

Resistances & Immunities

Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks

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

1/day

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

When using Kikimora in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Kikimora

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

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

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.

Related D&D 5e Content

Related Creatures