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Trek

Incorporeal Movement

The kackle can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Lantern Vulnerability

The kackle's lantern has AC 15 and Immunity to Poison and Psychic damage. Any damage the lantern takes deals half that amount of Force damage to the kackle.

Handlinger

Lantern Flame

Melee or Ranged Attack Roll: +7, reach 5 ft. or range 90 ft. Hit: Varies by lantern color (kackle's choice):

Blue

7 (1d6 + 4) Cold damage, and the target has the Restrained condition until the end of its next turn.

Green

20 (3d10 + 4) Necrotic damage, and the target's Speed is 0 until the end of its next turn.

Purple

10 (1d12 + 4) Psychic damage, and the target has the Frightened condition until the end of its next turn.

Red

15 (2d10 + 4) Fire damage, and the target starts burning, taking 5 (1d10) Fire damage instead of the regular burning damage.

Bonushandlinger

Flickering Teleport

The kackle teleports up to 60 feet to an unoccupied space it can see. The kackle can then change its lantern color, and it can create the following—Dexterity Saving Throw: DC 15, each creature in a 5-foot Emanation originating from the kackle's destination space. Failure: 13 (3d8) damage of the same type as the current Lantern Flame color. Success: Half damage.