Biloko
When the raksaur descended from their mountains and valleys down the Majhul River, they beat the dwarves with relative ease. The invasion was over so quickly, that many raksaur never had a chance to see a dwarf. They knew only stories of the much smaller people who once lived along the river and its beautiful jungles. So when they settled in and began exploring their new domain, some confused the Biloko for dwarves. They saw a small person in the jungle and thought it had to be a dwarf.
They were mistaken.
Found within the jungles hiding just outside the reach of civilization are the Biloko. They are small in size, but they should not be underestimated. They pose a very real danger to any that come across them within the jungles. With sharp claws, an appetite for flesh, and devious intention, a Biloko is something to be avoided at all costs. This is made worse by their tendency to travel in packs, binding their wits together in order to bring down their prey.
The origin of biloko is somewhat up for debate. Some maintain that they were a people that were discovered by the Primal Spirits and beckoned into the world above like so many others. No Primal Spirit has ever made claim to finding these dangerous people though. A dwarven myth does make claim to their origin. They claim the biloko were cousins that became lost in the jungles and died in a place where the barrier between the dreamwild and physical was thin. Their anger for becoming lost enticed the power of the dreamwild, rebirthing them back into the world with bodies that mimicked their needs and emotions.
Natural Camouflage
Biloko are red-skinned and hairless by nature, instead growing grass along their arms, leg, and torso. This covering coupled with their habitat make them natural predators in their domain. Even well-traveled individuals can find themselves falling victim to a Biloko attack. It is said, “If you see red in the tree, it is better to flee.” Such sage wisdom neglects to mention that if you’ve seen them, they likely have seen you and will follow you at a distance until the time is right to attack.
Cunning Hunters
Biloko are not foolish in the way they hunt. Even with long claws, scavenged weapons, and their nasty bite, they know that many of their foes are larger and stronger than them. Often large numbers and ambushes are all they need. But if their victims are particularly troublesome, or the tribe is powerful enough they will employ entrancing magic to enthrall their victims. All it takes is the ring of a soft bell to potentially ensnare the mind of a passerby. For this reason, a Biloko’s bell is a more terrifying weapon than their claws.
Biloko
Small humanoid, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 18 (4d6 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 9 (-1) 9 (-1) 11 (+0) 8 (-1)
- Skills stealth +5
- Senses darkvision 60 ft., passive Perception 10
- Languages Common, Biloko
- Challenge 1/2 (100XP)
Pack Tactics. The biloko has advantage on an attack roll against a creature if at least one of the biloko's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the biloko surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2 (1d4) damage from the attack.
Actions
Multiattack. The biloko makes 2 claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) slashing damage.
Biloko Shaman
Small humanoid, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 26 (6d6 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 10 (+0) 9 (-1) 15 (+2) 8 (-1)
- Skills stealth +5
- Senses darkvision 60 ft., passive Perception 12
- Languages Common, Biloko
- Challenge 2 (450XP)
Pack Tactics. The biloko has advantage on an attack roll against a creature if at least one of the biloko's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the biloko surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2 (1d4) damage from the attack.
Spellcasting. The biloko is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The biloko has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st level (4 slots): entangle,fog cloud
2nd level (3 slots): heat metal, spike growth
3rd level (2 slots): conjure animals, plant growth
Actions
Multiattack. The biloko makes 2 claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing damage.
Enthralling Bell. (2/Day) The biloko shaman rings its bell. The biloko targets up to 3 humanoids or beasts that they can see within 30 feet of them. If the target can hear the bell, it must succeed on a DC 12 Wisdom saving throw or be magically charmed. The charmed creature regards the biloko and its allies as a trusted friend to be heeded and protected. Although the target isn't under the biloko's control, it takes the biloko's requests or actions in the most favorable way it can.
Each time the biloko or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the biloko dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the biloko's Enthralling Bell for the next 24 hours.
The biloko can have no more than three humanoids and beasts charmed at a time.
Citation
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