Mapach Tinkerer

Medium Humanoid (Mapach), Any Alignment

Armor Class

12

Hit Points

13 (3d8)

Speed

walk 30 ft., climb 20 ft.

Damage Resistances

Poison

Senses

darkvision 60 ft.

Languages

Birdfolk, Mapach

Challenge

1/4

Proficiency Bonus

+2

Resilience

The tinkerer has advantage on saving throws against being poisoned.

Skulker

The tinkerer has advantage on Stealth checks made in dim light or total darkness.

Actions

Dagger

Melee or Ranged Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Tinker's Toys

The tinkerer uses one of the following options (roll a d4 or choose one); the tinkerer can use each one no more than once per day: 1. Cogwork Bird: The tinkerer winds and releases a small mechanical bird that flies to a target creature within 30 feet and distracts it. The next attack against that creature is made with advantage. 2. Flash-bangs: The tinkerer targets a space up to 10 ft. away, and throws some small explosive shells that flare up in a blinding light. All creatures within 10 ft. of the target space must make a DC 11 Constitution saving throw or be blinded until the start of the tinkerer's next turn. 3. Nettle Gun: The tinkerer turns the crank on a small gadget that sprays nettles at a target. Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: 4 (1d4 + 2) piercing damage. All creatures within 5 ft. of the target must make a DC 11 Dexterity saving throw or take 5 (1d10) piercing damage. 4. Grease Balloon: The tinkerer targets a 10-foot by 10-foot area up to 15 feet away, and makes it slick with grease. The area is considered difficult terrain, and each creature standing in the area must succeed on a DC 11 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 11 Dexterity saving throw or fall prone.