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Beskrivelse

A 'conversation' between betobeto-kun, if it can be called that, is a strange event to witness. They simply swap onomatopoeiae for hours on end, searching for the scariest sound. I tried to contribute with 'blargh', once. It was the first time I ever saw a betobeto-kun's smile fade.

— Ryoko, Fright Amateur

Betobeto-kun

Much like their larger cousins, betobeto-kun delight in scaring unwitting creatures, drawing energy—as well as endless entertainment—from their startled yelps. Lacking the subtlety and patience to stalk their victims for prolonged periods of time, these diminutive tricksters employ more rudimentary tactics. Betobeto-kun hide in the shadows, stifling their excited giggles as they wait for the first passerby. When the moment is ripe, they jump out, making a cacophony of noise, and flopping their oversized tongues for a cheap fright. Crude as this strategy may be, betobeto-kun take great pride in their craft, devoting hours of practice to the creation of strange new sounds with which to scare victims.

If any of the betobeto-kun's traits or actions require a saving throw, it is always against the betobeto-kun's save DC, as calculated below.

Save DC = 8 + the tamer's proficiency bonus + the betobeto-kun's Charisma modifier

Monster Trainer

If you are a tamer, you can grant this familiar the following improvements using your Monster Trainer feature in addition to those normally available for your companions.

  • Jumpscare
  • Shadow Armour I
  • Shadow Stealth I
  • Growth
  • Scary I
  • Shadow Stealth II
  • Shadow Armour II
  • Sow Panic
  • Fear-Eater
  • Scary II
  • Shadow Aura

Trek

Audiophile

Whenever the betobeto-kun hears a creature that it hasn't encountered before, it must make a DC 11 Wisdom saving throw. On a failed save, the betobeto-kun loudly mimics the creature's noises for the next 10 minutes, automatically failing Stealth checks against creatures that can hear it.

Handlinger

Frighten

The betobeto-kun attempts to scare a creature within 5 feet of it by making a sudden movement and a loud noise. The creature must succeed on a DC 12 Wisdom saving throw or take 4 (1d8) psychic damage. A creature automatically fails the saving throw and is frightened of the betobeto-kun until the end of the betobeto-kun's next turn if it rolls a 1 or lower on the d20.