Small fiend, chaotic evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 10 (3d6)
- Speed
- 30 ft.
- Challenge
- 1/2 (100 XP)
- Skills
- Deception +3, Perception +0, Performance +3
- Damage Resistances
- cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- Abyssal, Common
Traits
When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.
The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.
Actions
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Spellcasting
The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components: