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Attorcroppe: The Venomous Woodland Menace

Attorcroppe
Create (midjourney.com)

The attorcroppe is a small, twisted fey creature resembling a serpentine nightmare with unnerving humanoid traits. Typically standing about 2-3 feet tall, its body is covered in smooth, dark green or mottled brown scales, perfect for blending into the dense undergrowth. It has a snake-like lower half, but its upper body is equipped with wiry human-like arms and legs, which end in clawed hands and feet. The face is a grotesque mix of human and reptileā€”narrow, with piercing yellow eyes that shine with an unsettling intelligence, and a mouth filled with needle-like fangs dripping with venom. When threatened or enraged, it flares a cobra-like hood around its neck, lined with vibrant red and black patterns meant to intimidate and distract prey.

Behavior:
The attorcroppe is a deeply malevolent and spiteful creature. Highly intelligent yet driven by an almost primal hatred of humanoids, it combines the cruelty of a venomous predator with the capriciousness of the fey. Solitary by nature, they can sometimes be found in small clans, scheming and plotting against perceived trespassers in their domain. When alone, an attorcroppe is still a vicious combatant, but its true danger lies in its cunning. It has a habit of observing intruders from the shadows, waiting for the opportune moment to strike where it will cause the most harm. Yet, its maliciousness is tempered by a strange, almost obsessive curiosity, often leading it to toy with or spy on its prey long before it attacks.

Habitat:
Attorcroppes favor dense, ancient woodlands far from human settlement, especially those tainted by dark magic or riddled with venomous plants. They are frequently found lurking in places steeped in corruptionā€”poisonous groves, haunted glens, and the shadowed underbrush of the deepest forests. Such locales provide them with ample cover and natural defenses, making them difficult to locate. Attorcroppes often establish lairs amidst the twisted roots of gnarled trees, where they hoard shiny trinkets and baubles stolen from their victims.

Modus Operandi:
An attorcroppeā€™s method of attack is based on patience and precision. It stalks its prey for hours or even days, always staying just out of sight. When it finally strikes, it aims for surprise and psychological terror. It uses its nimble limbs to climb trees, drop from branches, or creep silently through the underbrush, delivering venomous bites that sap the strength and will of its foes. The creatureā€™s poison isnā€™t meant to kill outright; instead, it weakens and paralyzes, leaving the victim vulnerable to a slow, agonizing death. In groups, attorcroppes coordinate ambushes with almost military precision, overwhelming their victims with a flurry of poisoned bites before disappearing into the woods, leaving only suffering and confusion in their wake.

Motivation:
Attorcroppes are driven by a chaotic blend of hatred and morbid curiosity. They detest humanoids, viewing them as intruders and defilers of the wild, and relish inflicting suffering upon them. However, their obsession with these very beings means they often seek to learn as much as possible about their enemiesā€™ habits, emotions, and weaknesses. Some scholars speculate that attorcroppes harbor a twisted envy of humanoid life and seek to understand it by tearing it apartā€”literally and figuratively. Though inherently malevolent, an attorcroppeā€™s actions are not always predictable, as their fey nature makes them prone to strange, erratic behavior, alternating between acts of vicious cruelty and bizarrely playful curiosity.


  • Attorcroppe 5e
  • Attorcroppe 3.5 (Homebrew)
Attorcroppe
Create (midjourney.com)

Small Fey, Chaotic Evil


Armor Class: 15 (Natural Armor)
Hit Points: 27 (5d6 + 10)
Speed: 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
12 (+1)16 (+3)14 (+2)14 (+2)13 (+1)13 (+1)

Saving Throws: Dex +5, Wis +3
Skills: Stealth +7, Perception +5, Deception +5, Nature +4
Damage Resistances: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Not Made with Cold Iron
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Sylvan, Common
Challenge: 3 (700 XP)
Proficiency Bonus: +2


Traits

Keen Smell.
The Attorcroppe has advantage on Wisdom (Perception) checks that rely on smell.

Nimble Escape.
The Attorcroppe can take the Disengage or Hide action as a bonus action on each of its turns.

Magic Resistance.
The Attorcroppe has advantage on saving throws against spells and other magical effects.

Malicious Fey.
As a bonus action, the Attorcroppe can attempt to sow confusion and fear into its targetā€™s mind. The target must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this way, the target takes 1d6 psychic damage if it ends its turn in line of sight of the Attorcroppe.


Actions

Multiattack.
The Attorcroppe makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute. While poisoned in this way, the creatureā€™s speed is reduced by 10 feet. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Entangling Strike (Recharge 5ā€“6).
The Attorcroppe lashes out with the long, snaking vines wrapped around its limbs. Each creature of the Attorcroppeā€™s choice within 10 feet must succeed on a DC 13 Strength saving throw or become grappled and restrained by the vines (escape DC 13). While restrained in this way, the target takes 5 (1d10) poison damage at the start of each of its turns. The vines can restrain up to two creatures at a time. The Attorcroppe can release the vines as a bonus action, and the vines fall limp.

Cloak of Thorns.
As a reaction, the Attorcroppe can cover its body in thorny protrusions when a creature makes a melee attack against it. If the attack hits, the creature takes 5 (1d10) piercing damage.


Tactics

  • Ambush & Strike: The Attorcroppe prefers to strike from the shadows, using its high Stealth and terrain advantage to position itself unseen before leaping into combat. If it can, it will strike from a vantage point or while hidden, taking advantage of surprise rounds.
  • Poison and Fear: It opens combat by using Entangling Strike to lock down multiple enemies, then follows up with a Bite on restrained targets to maximize its poison effect. If outnumbered, it uses Malicious Fey to spread confusion and panic, and then targets weakened, separated enemies.
  • Mobility and Hit-and-Run: The Attorcroppe uses its Nimble Escape to disengage and relocate, staying out of reach of melee fighters while picking off softer targets. It will dart through thick foliage or climb into trees, keeping its foes at bay and forcing them to chase it.
  • Cloak of Thorns: It activates its Cloak of Thorns if surrounded, discouraging melee attackers and buying time to reposition or escape.

Legendary Actions

The Attorcroppe can take 1 legendary action, choosing from the options below. It regains spent legendary actions at the start of its turn.

  • Lash Out.
    The Attorcroppe makes a Claws attack against one creature within reach.
  • Vanish into the Brush.
    The Attorcroppe moves up to half its speed without provoking opportunity attacks and makes a Stealth check.
  • Malevolent Gaze (Costs 2 Actions).
    The Attorcroppe targets one creature it can see within 30 feet. That creature must succeed on a DC 13 Wisdom saving throw or be paralyzed until the end of the Attorcroppeā€™s next turn.

Lair Actions

When in its lair, the Attorcroppe has access to the following lair actions, which it can use on initiative count 20 (losing initiative ties):

  1. Twisting Roots.
    Thick roots erupt from the ground in a 20-foot radius centered on the Attorcroppe. Each creature in the area must succeed on a DC 13 Dexterity saving throw or be restrained by the roots. A creature can free itself by using its action to succeed on a DC 13 Strength check.
  2. Fey Trickery.
    Illusory duplicates of the Attorcroppe appear in its lair. Roll 1d4 for the number of duplicates. The duplicates move and act like the Attorcroppe but deal no damage. Any successful attack against a duplicate causes it to vanish.
  3. Poisonous Spores.
    The Attorcroppe releases a cloud of toxic spores in a 15-foot radius. Creatures in the area must make a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute. Creatures can repeat the save at the end of each of their turns, ending the effect on themselves on a success.
Attorcroppe

Used with Permission from Tevish Szat of the Wizards Community forums.

On this Thread

Attorcroppe is a species of evil and wildly malicious fey, resembling small snakes, with human arms and legs that dwell deep in forests. Often associating with dark places and groves of poisonous plants as well as with serpents, Attorcroppe hate humanoids and other intrudersĀ’ and will work against them viciously. They can walk upright using their legs. Attorcroppe have the reputation to be malicious, yet astoundingly curious.

Attorcroppe
Small fey
Hit Dice3d6 + 6 (16hp)
Initiative+5
Speed20
AC15 (+2 Dexterity, +3 natural)
AttacksBite +2 melee
DamageBite 1d4 + 1 and poison
Face/Reach5 ft./5 ft.
Special AttacksPoison
Special QualitiesDR 5/cold iron
SavesFort +, Ref +, Will +
AbilitiesStrength 12, Dexterity 14, Constitution 15, Intelligence 14, Wisdom 13, Charisma 13
SkillsClimb +7, Jump +7, Bluff +7, Knowledge (nature) + 8, Intimidate + 7, Wilderness Lore +7
FeatsImproved Initiative, Run.
Climate/TerrainTemperate and Cold forest
Organizationsolitary or clan (5-10)
Challenge Rating2
TreasureĀ½ standard
AlignmentOften Chaotic Evil

Combat

Attorcroppe may attack a lone, weak traveler, but will only attempt to take on a stronger force en masse. Attorcroppe are smart enough to know when they are outmatched and will flee if they cannot win.

Poison Delivered with every bite attack, initial and second daily damage the same, 1d2 Strength.

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