Shimmerkin

Small Fey, Chaotic Neutral


Armor Class: 14 (Natural Armor)

Hit Points: 45 (6d8 + 18)

Speed: 30 ft., climb 30 ft.

Challenge Rating: 2 (450 XP)


STR DEX CON INT WIS CHA
12 18 16 8 14 10

Saving Throws: Dexterity +5, Wisdom +4

Skills: Stealth +7, Sleight of Hand +6

Damage Vulnerabilities: none

Damage Resistances: Poison, Psychic

Damage Immunities:

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft., Truesight 30 ft., Passive Perception 12

Languages: Understands Common and Undercommon but cannot speak


Spellcasting

Spellcasting. The Shimmerkin is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The Shimmerkin has the following spells prepared:

Cantrips (at will): *Minor Illusion*, *Dancing Lights*, *Prestidigitation*

1st level (3 slots): *Disguise Self*, *Mage Armor*, *Silent Image*

2nd level (2 slots): *Mirror Image*, *Misty Step*

The Shimmerkin often casts *Minor Illusion* to create amusing distractions or hiding spots before engaging in combat. They may use *Disguise Self* to blend in with their surroundings or manipulate appearances, enhancing their cunning nature, and the *Silent Image* spell can be used to create allures of treasure to lure adventurers into traps.

*Mirror Image* is commonly cast before combat begins to confuse enemies, while *Misty Step* allows for quick repositioning in the heat of battle. The Shimmerkin prefer to rely on their illusions and mischief rather than straightforward combat when possible.


Actions & Abilities

Multiattack: The Shimmerkin makes two attacks: one with its *Gleaming Claw* and one using its *Treasure Snatch* if available.

Gleaming Claw: *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, plus 3 (1d6) radiant damage. *Description:* The Shimmerkin strikes out with its clawed hand, the tips glistening with radiant energy. The reflective nature of its scales causes bright flashes to distract the target, potentially leaving them momentarily dazed.

Hypnotic Glimmer (Recharge 5-6): The Shimmerkin emits a magical sparkle that can entice foes. Each creature within 30 feet that can see the Shimmerkin must succeed on a DC 13 Wisdom saving throw or be charmed until the end of its next turn. While charmed, a creature is incapacitated and has a speed of 0. *Description:* As the Shimmerkin glimmers with an enticing light, its shimmering form draws the attention of nearby creatures. Those who fail to resist may find themselves entranced, completely caught off guard.

Shimmering Escape: When the Shimmerkin takes damage, it can use its reaction to become invisible until the start of its next turn or until it attacks. *Description:* In an instant, the Shimmerkin flickers out of view, leaving behind a faint trail of shimmering motes, making it nearly impossible for an attacker to locate where they have gone. This makes it exceptionally difficult for opponents to retaliate.

Coincidental Distraction: *Action:* The Shimmerkin creates an illusory duplicate of itself within 30 feet. This duplicate lasts for 1 minute or until it’s destroyed. The duplicate cannot deal damage or take actions but can move and create confusion among foes. Creatures must succeed on a DC 13 Intelligence saving throw to discern the illusion. *Description:* The Shimmerkin manifests a shimmering illusion of itself, likely leading to confusion among its enemies. They might attack the illusion rather than the real threat in the chaos of battle.

Treasure Snatch (Recharge 5-6): The Shimmerkin targets one object or shiny surface within 30 feet. Every creature within a 10-foot radius of that target must make a DC 13 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much on a successful one, as rays of shimmering energy burst forth from the point of impact. *Description:* The Shimmerkin projects waves of radiant energy that pulse from a shiny object, causing spectacular bursts of light and heat that harm nearby foes. This action can shift the tide of battle, especially against tightly grouped enemies.


Appearance

Shimmerkin Physical Description

  • Size and Shape: The Shimmerkin are small, humanoid beings approximately 3 feet tall, possessing a slender and agile build. Their bodies are slightly elongated, giving them a graceful appearance, and their proportions are reminiscent of a mischievous child or a spry trickster.

  • Coloration: Their smooth skin reflects a captivating range of colors, primarily shimmering silver and cobalt, which shift and twinkle in response to light. The interplay of these hues makes it difficult to focus on them in dim environments, contributing to their elusive quality.

  • Texture and Surface Features: The Shimmerkin’s skin is incredibly smooth and almost glass-like, with a polished sheen. Their reflective scales glimmer like polished gemstones, creating a stunning visual effect. These scales are interspersed with tiny, crystalline structures that catch the light and scatter it, producing a dazzling display.

  • Facial Features: The Shimmerkin’s face is characterized by large, luminous eyes that resonate with colors reflecting their current emotional state, like a kaleidoscope of richly faceted gemstones. Their mouths are small but endearing, filled with razor-like teeth that hint at their more sinister nature. Instead of a nose, they possess two delicate, nostril-like slits above their small, pointed chin.

  • Limbs and Appendages: Each Shimmerkin has four limbs, with long, elongated arms that end in claw-like fingers, dexterous and highly capable for both climbing and theft. Their hands are slender and nimble, allowing them to pickpocket or maneuver easily around any unwanted attention. Their legs are similarly agile, supporting swift and acrobatic movements, making them adept climbers capable of scaling rocky surfaces with ease.

  • Special Features: A trail of twinkling motes of light constantly follows them, creating the illusion of glittering treasures around their form. Their eyes possess a faint glow, particularly in darkness, enabling them to navigate their subterranean realm effectively. Additionally, their body is adorned with various bits of stolen fabric and accessories, all shimmering and reflecting light, as if they themselves carry the treasures they covet.

  • Posture and Movement: The Shimmerkin often adopts a hunched or crouched posture, an instinctual behavior from living in the low caves and tunnels of the Underdark. They move with an unsettling grace, darting quickly from shadow to shadow, utilizing their agility to evade danger or set traps for unwary adventurers. Their movements are swift and unpredictable, leaving behind only a faint trace of glittering light as they whirl away.

  • Additional Notable Traits: Their bodies occasionally flicker with ephemeral, illusory patterns that enchant and distract onlookers, hinting at the magical nature of their existence. When threatened, their playful demeanor gives way to a sharpened focus, allowing them to adopt a more menacing stance that effectively showcases their cunning and predatory instincts. The combination of radiant light and their thieving nature result in an aura of tantalizing danger, making adventurers both curious and wary of these captivating creatures.


Tactical Information

Tactical Behavior of the Shimmerkin

Combat Strategy:

  1. Engagement: The Shimmerkin prefers to ambush its foes using the darkness of its environment to its advantage. It will often observe the party from the shadows, sizing up their capabilities and looking for opportunities to target the weakest or most reckless member of the group.

  2. Dazzling Distraction: At the beginning of combat, the Shimmerkin will use its Hypnotic Glimmer ability to charm as many enemies as possible, focusing on spellcasters or ranged attackers. This ensures that opponents are temporarily immobilized or distracted, potentially altering the party’s combat dynamics.

  3. Shimmering Escape: When attacked or when its HP drops below half, the Shimmerkin will activate its Shimmering Escape ability to vanish from sight. This allows it to reposition itself in a more advantageous location while avoiding damage, using the invisibility to create further confusion.

  4. Illusory Helpers: While invisible, the Shimmerkin may use Coincidental Distraction to create an illusory duplicate. The duplicate will move erratically, mimicking the Shimmerkin’s movements to further mislead adventurers about its actual position. This can lead to wasted attacks and increased frustration among the players.

  5. Glib Escape Tactics: When engaging, the Shimmerkin will make use of Multiattack with its Gleaming Claws only against foes that appear vulnerable. It will swiftly retreat once it has dealt some damage or if it feels threatened, capitalizing on its climbing speed to escape to hidden vantage points or ceilings.

  6. Finishing Touch: If impeded by more resilient enemies, the Shimmerkin will be more likely to utilize Treasure Snatch to deal area damage, especially when multiple foes are clustered together, supporting its allies or breaking up concentrated attacks while reinforcing its theme of using the environment to its advantage.

Narrative Interaction:

  • Mischievous Engagement: If approached without aggression, the Shimmerkin may communicate through its cunning, high-pitched giggles and chimes. It might playfully taunt adventurers, pretending to offer information in exchange for shiny items or promises of treasure. It challenges players to trade or barter, testing their wisdom and desire for riches.

  • Bargaining for Treasure: Should the party find the Shimmerkin hoarding treasure, it could present an opportunity for negotiation. Players may offer lesser shiny goods as bait to distract or appease the Shimmerkin, fostering role-playing elements that emphasize deception and creativity.

  • Illusion-Induced Madness: If the players dare attempt to capture or attack a Shimmerkin, the cunning nature of their foe would lead to fleeing with laughter ringing in the dark. This could unravel into playful riddles or illusions designed to confuse the party, prompting them to question their surroundings and each other as they see glimmers and ghostly images everywhere.

  • Puzzler of the Shadows: During encounters, if some players are particularly clever or suspicious, the Shimmerkin may decide to turn cooperative, offering enigmatic clues or leading them towards hidden treasures only to fabricate danger at critical moments, creating a dynamic where trust is constantly questioned.

Conclusion

The Shimmerkin, with its abilities and strategic combat behavior, can shift from a trickster engaging in playful banter to a cunning assailant, maintaining a much more layered experience than ordinary foes. The combination of its deceptive tactics and elaborate gameplay enhances the experience for players while fitting seamlessly into the broader themes of greed, illusion, and the shadowy allure of the Underdark.

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