Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Aquan, Common, Sylvan
Resistances & Immunities
Traits
Innate Spellcasting
The attercroppe’s spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components:
At will: poison spray
3/day each: create or destroy water, fog cloud
1/day each: misty step, suggestion
Poisonous Aura
The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour.
Water Invisibility
While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action.
Actions
Bite
+6 to hit, reach 5 ft (1.5 m). Hit: 1d4+4 piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
About Attercroppe
Attercroppe is a tiny fey with a Challenge Rating of 1/2. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 21 hit points (derived from 6d4+6).
Attercroppe has communication capabilities including Aquan, Common, Sylvan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Attercroppe
2 tips available
GM Tips: Using Attercroppe
When using Attercroppe in your D&D 5e campaign, consider these tactical approaches:
-
Climbing Advantage: This creature can climb at 20 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
-
Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Attercroppe
2 strategies available
Player Guide: Facing Attercroppe
When your party encounters this creature, keep these strategies in mind:
-
Climbing Defense: This creature can climb at 20 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
-
Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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 1.
Solo Encounter:
A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 75 XP
- Hard: 112 XP
- Deadly: 150 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 Attercroppe?
- Attercroppe has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
- What type of creature is Attercroppe?
- Attercroppe is a Tiny Fey, which affects how certain spells and abilities interact with it.
- What languages does Attercroppe speak?
- Attercroppe can communicate in Aquan, Common, Sylvan.
Related D&D 5e Content
Related D&D 5e Content
Explore more about fey creatures and D&D 5e mechanics:
Related Creatures
Axe Beak
Beast · CR 1/4
Black Bear
Beast · CR 1/2
Acolyte
Humanoid · CR 1/4
Apprentice Mage
Humanoid · CR 1/2
Baboon
Beast · CR 0
Bat
Beast · CR 0