Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common, Sylvan
Resistances & Immunities
Environments
Traits
Innate Spellcasting
the kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
at will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation
3/day each: animal friendship, blinding smite, sleep
1/day each: insect plague, major image
Magic Resistance
The kikimora has advantage on saving throws against spells and other magical effects.
Actions
Claw
+6 to hit, reach 5 ft (1.5 m). Hit: 2d6 slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Hidey-Hole
When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi-permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil.
Multiattack
The kikimora makes two claw attacks.
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 65 hit points (derived from 10d8+20).
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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Related D&D 5e Content
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