Salarsh are a race of humanoid creatures created through the awakening process of a druid circle. The druids were in search of a new home and settled on the colorful swamp of the Feymire, a region of wooded marshes and bogs renowned for their beautiful but poisonous flora. The Feymire was also home to a brutal tribe of sprites that constantly harassed the newly arrived druid circle. To help with defense and other tasks, the druids uplifted a native lizard species. The salarsh had a natural affinity with magic and produced a sticky spittle that was effective against the sprites.
Salarsh had a mischievous nature of their own, perhaps an aspect of their Feymire upbringing, which they visited upon their druid neighbors. Eventually, the druids moved on to find a more tranquil home, but not before having awakened hundreds of salarsh.
Magical Trinket Merchant
Often the first encounter with a salarsh is through the purchase of a magical trinket from a traveling salarshian merchant. Customers are easily found due to their excellent prices and the seemingly perfect condition of their trinkets. But it’s not until long after the sale is complete that the magical aura of the trinket is discovered to be an illusion.
Salarsh
Small Humanoid, Typically Chaotic Neutral
Armor Class 13
Hit Points 33 (6d6 + 12)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 15 (+2) | 8 (-1) | 10 (+0) | 14 (+2) |
Skills Deception +4, Perception +2, Persuasion +4
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Amphibious. The salarsh can breathe air and water.
Actions
Multiattack. The salarsh makes two Water Blast attacks and uses Sticky Spit. It can replace one attack with a use of Spellcasting.
Water Blast. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Sticky Spit. The salarsh spits at a creature it can see within 60 feet of it. The target must succeed on a DC 12 Dexterity saving throw or be hindered by the sticky spittle for 1 minute. A hindered creature’s speed is reduced by 10 feet and drawing, stowing, or dropping an object requires an action. The target or another creature within 5 feet of it can use its action to clean off the sticky substance, ending the effect.
Spellcasting. The salarsh casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
- At will: prestidigitation
- 2/day each: entangle, expeditious retreat, arcanist’s magic aura
Downloads
Further Reading
The Bittermire Vale is a great place you can add in salarsh.
Here are some others dangers that might be found in the natural habitat of salarsh.
Imagery created with Midjourney.