Kender Skirmisher

Small Humanoid, Any Alignment
DSDQ

Kender skirmishers are fearless fighters who use stealth and wiliness to defend their friends and homes. They excel at disrupting their enemies by sabotaging crucial equipment or by taunting opponents into making rash decisions. They wield the signature kender weapon: the hoopak, a combination spear and sling staff.
Kender Taunts. Roll on or choose an entry from the Kender Taunts table to determine how a kender skirmisher infuriates an opponent in battle.

Kender Taunts

d4Taunt
1"Should I pretend to be scared? You seem like you really need this."
2"I wish I could be like you and just not care how I look... or smell... or dress. So brave."
3"Did the Cataclysm have a face? Because I think you might be twins!"
4Energetically points at their foe with both hands and loudly repeats the word "bonk."

AC 14 (leather armor)

HP 14 (4d6)

Speed 30 ft.

STR

8 (-1)

Save -1

DEX

16 (+3)

Save +3

CON

10 (+0)

Save +0

INT

12 (+1)

Save +1

WIS

8 (-1)

Save -1

CHA

14 (+2)

Save +2

Skills Perception +3, Sleight of Hand +7, Stealth +5

Condition Immunities Frightened

Senses Passive Perception 13

Languages Common, Kenderspeak

CR 1/4

Actions

Hoopak. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 40/160 ft. Hit: 6 (1d6 + 3) Piercing damage, or 5 (1d4 + 3) Bludgeoning damage if the kender used the hoopak's sling to make a ranged attack.

Taunt. The kender launches a barrage of insults at a creature it can see within 60 feet of itself. If the target can hear the kender, the target must succeed on a DC 12 Wisdom Saving Throw or have Disadvantage on attack rolls until the end of its next turn.

Bonus Actions

Elusive. The kender takes the Disengage or Hide action.