When storm clouds gather over cities, harbors, and twisted badlands, electrical energies fill the air. During these times, miniscule fey dance upon church steeples, desolate peaks, and ships’ masts, kicking up a ghostly, sparkling fire as they jostle and jig. These are the spire walkers.
Also known as “corposanti” among scholars, spire walkers stand about 12 inches at the tallest, and have dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with too many buttons, and often carry a handful of tiny copper darts which they hurl at each other in the incomprehensible games they play among the pinnacles and points that captivate them.
Coronal Discharge. Spire walkers are suffused with crackling energies which define their everyday activities, from frolicking to fighting. When excited (which is most of the time), spire walkers emit a soft, sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes.
Storm Reverence. Spire walkers show little regard for good or evil, but are thoroughly impressed by grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm, and are equally likely to keep company with blue dragons or storm giants– assuming they haven’t been chased off for being bothersome.
Spark of Greed. Spire walkers have boundless esteem for treasure. They prefer jewelry wrought of copper, and keep the pennies in their pockets brilliantly polished. Above all else, they value amber gems. In fact, among a group of spire walkers, the leader is generally not the most clever or ruthless, but the one displaying the most ostentatious amber jewel.
Reckless Play. Spire walkers are carefree and live at a frenetic pace. The fey delight in playing rough-and-tumble games among themselves, as well as pranking unwary bystanders. If one should perish during the fun, the others stop long enough to say a kind word about their fallen comrade’s prowess, go through its pockets, and continue with the game.
Tiny fey, chaotic neutral
Armor Class 16 (natural armor)
Hit Points 10 (3d4+3)
Speed 20 ft.
STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 13 (+1) 11 (+0) 10 (+0) 14 (+2)
Skills Acrobatics +7, Perception +3
Saving Throws Dexterity +7
Damage Resistances piercing from nonmagical weapons
Damage Immunities lightning, thunder
Senses passive Perception 13
Languages Common, Sylvan
Energized Body. A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage.
Innate Spellcasting. The spire walker’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:
At will: produce spark (as the cantrip produce flame, except that it deals lightning damage)
3/day: dancing lights, feather fall, lightning arrow
1/day: faerie fire, thunderwave
Steeple Step. Once on its turn, the spire walker can use 10 feet of his movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker also has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing upon or near a pointed feature.
Dart. Ranged Weapon Attack. +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage
Invisibility: The spire walker magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the spire walker wears or carries is invisible with it.