Tixie Tockworth

Keys from the Golden Vault p. 85

Size
Small
Type
humanoid (gnome)
Alignment
chaotic evil
AC
17 (natural armor, shield)
Hit Points
75 (10d6+40)
Speed
walk 30 ft.
Saving Throws
Wis +2, Int +6
Skills
Arcana +9, Perception +2
Resistances
damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses
truesight 60 ft.
Passive Perception
12
Languages
Common, Gnomish, Terran, Undercommon
Challenge
7
STR
16
+3
DEX
13
+1
CON
18
+4
INT
17
+3
WIS
9
−1
CHA
10
+0

Traits

Proficiency Bonus

+2

Force Field

Tockworth generates a magical force field around herself. This force field has 15 hit points and regains all its hit points at the start of each of Tockworth's turns, but it ceases to function if Tockworth drops to 0 hit points. Any damage Tockworth takes is subtracted from the force field's hit points first. Each time the force field regains hit points, the following conditions end on Tockworth: grappled, restrained, and stunned.

Spellcasting

Tockworth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):

  • At will: nondetection (self only)
  • 2/day: dimension door
  • 1/day each: blindness/deafness, blur

Actions

Multiattack

Tockworth makes three Shortsword or Lightning Discharge attacks.

Shortsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) force damage.

Lightning Discharge

Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 16 (3d10) lightning damage.

Scalding Steam (Recharge 5-6) (Bonus Action)

Tockworth emits a jet of piping-hot steam in a 15-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

recharge

D5

Spells

nondetection, dimension door, blindness/deafness, blur

Other data

description