b'Green Child \n'b'  Small   undead ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  104 (16d6+48)  Speed  30 ft.\n'b' STATS STR: 8 (-1) DEX:  14 (+2)  CON:  16 (+3)  INT:  11 (+0)  WIS:  15 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Wis  +5  Skills   Perception  +6,  Stealth  +6  Damage Resistances  necrotic  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  16  Languages  Common (can\xe2\x80\x99t speak)  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dead Mob . Once per round, when it hits with a  melee attack , the green child deals an additional 1d6 damage for each other green child who is within 5 ft. and not  incapacitated . \n'b'  Innate Spellcasting : The green child\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). The green child can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  3/day :  mirror image  \n'b'\n'b'  Pack Tactics . The green child has advantage on an  attack  roll against a creature if at least one other green child is within 5 feet of the creature and not  incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The green child makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 4 (1d4+2) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 4 (1d4+2) slashing damage. \n'b'  Gaze of the Green Child (Recharge 5-6) . A green child can allow its haunting gaze to fall upon a foe, cursing the unsuspecting victim with the woes and pains of the green child\xe2\x80\x99s former life. The green child targets a foe within 30 feet who can see the green child. If at least one other green child is within 5 feet of the creature and that green child isn\xe2\x80\x99t  incapacitated , a victim has disadvantage on saving throws against the gaze. A green child can target his opponent with any of the following curses: \n'b'  Gaze of Anguish (Recharge 5-6) . This gaze  attack  imparts the anguish and agony of the green child\xe2\x80\x99s death. The anguish floods the cursed victim, dealing 5 (1d10) psychic damage and making the victim  frightened . A successful DC 14  Wisdom  saving throw negates the damage and the victim is not  frightened . At the end of each of the victim\xe2\x80\x99s turns, the victim may make a new saving to end the  frightened  condition. The victim\xe2\x80\x99s maximum  Hit Points  are reduced by the damage taken until the victim completes a long rest. Remove curse removes the reduction to maximum  Hit Points . \n'b'  Gaze of Nightmares (Recharge 5-6) . This gaze  attack  curses the victim with dreaded and horrific nightmares, unable to sleep for more than a few hours without waking in a cold sweat. The victim can\xe2\x80\x99t complete a long rest until  remove curse  is cast upon them. This ability has no effect on creatures that are immune to being  frightened . A successful DC 14  Wisdom  saving throw negates this effect. \n'b'  Gaze of Starvation (Recharge 5-6) . This gaze  attack  fills the victim with gnawing and insatiable hunger. The cursed victim believes they are starving and takes 10 (3d6) points of psychic damage and gains a level of  exhaustion . On a successful DC 14  Wisdom  saving throw, the victim does not take damage or suffer  exhaustion , but has disadvantage on  attack  rolls and ability checks until the end of their next turn. \n'b'  Phase Jaunt (Recharge 5-6) . A green child can shift his physical location by temporarily phasing out of existence and then re-manifesting in a new location somewhere within the range of movement on the following round. During the phase jaunt, the green child dematerializes and passes through the Astral Plane, then re-enters the Material Plane and materializes at the end of the jaunt. Phase jaunt does not provoke opportunity attacks. If the green child uses phase jaunt in conjunction with  mirror image , the images flicker out during the jaunt, but reform when the green child returns. If the green child rematerializes next to an opponent, he can attempt a  Dexterity  ( Stealth ) check as a bonus action. This can allow him to gain  surprise . \n'b'\n'b' ABOUT \n'b' Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man\xe2\x80\x99s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter. \n'b' Green children are named for their hideous appearance, and sodden decomposing flesh that is steeped and covered with greenish bog slime. While on few occasions one may encounter a solitary green child, more often they travel in small gangs of about 2-8 individuals. When encountered alone, the creatures are less likely to launch a direct attack, instead stalking their prey for days, plaguing them with nightmares until they round up enough other green children to launch an attack. As a group, they hunt with patience, surrounding prey in large circles. From this vantage point they use their mental powers to drive victims to harrowing anguish before slowly closing their ranks around strays and unsuspecting stragglers. \n'b' Driven by near insatiable fury, most often, a gang of green children will fight until destroyed.'