Monster I’d Like to Fight: Swiftling

Monster I'd Like to Fight: Swiftling

Swiftlings are a humanoid race characterized by short, striped hair, small horns, and a flowing mane extending from the back of their head and upper back. Inhabiting savannas and plains, these creatures are deeply connected to nature. Preferring open temperate environments free of mud and ice, swiftlings stand out for their remarkable energy and exceptional speed. This vitality shapes their nomadic lifestyle; seldom does a swiftling linger in one place for more than a day. Instead, tribes claim extensive territories, wandering throughout the year and occasionally revisiting favored spots discovered on previous journeys.

Visitors to swiftling lands must show respect for the natural surroundings and seek their blessing for hunting, as they strongly oppose poaching. Poachers, when captured, undergo a ritual transformation into the animal they were hunting before being released into the wild.

Swiftlings are highly sought after as guides and scouts due to their unmatched speed. Their ability to cover vast distances ahead of a traveling party enables them to provide crucial information about the terrain or guide the way in unfamiliar lands.

Swiftling

Medium Humanoid, Any Alignment


Armor Class 15

Hit Points 93 (17d8 + 17)

Speed 60 ft.

STRDEXCONINTWISCHA
8 (-1)21 (+5)12 (+1)11 (+0)13 (+1)15 (+2)

Saving Throws Dex +8, Cha +5

Skills Nature +3, Perception +4, Stealth +8, Survival +4

Senses passive Perception 14

Languages Common plus any one language

Challenge 6 (2,300 XP)

Proficiency Bonus +3


Sudden Motion. Creatures have disadvantage on opportunity attacks against the swiftling.

Actions


Multiattack. The swiftling makes three Slicing Wind attacks.

Slicing Wind. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the swiftling moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away.

Dashing Whirlwind (Recharge 5–6). The swiftling moves up to its speed without provoking opportunity attacks and can move through the space of another creature. Each time the swiftling enters another creature’s space for the first time during this move, that creature must make a DC 15 Strength saving throw. On a failed save, the creature takes 21 (6d6) slashing damage, and it has the prone condition. On a successful save, the creature takes half as much damage only.

Reactions


Uncanny Dodge. The swiftling halves the damage that it takes from an attack that hits it. The swiftling must be able to see the attacker.

Downloads

Further Reading

Swiftling tribes sometimes use plant creatures like flora golems to help maintain their borders.

The nomadic nature of swiftlings makes rock biters excellent companions.

Imagery created with Midjourney.

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