This bipedal raccoon, his suit filled with pieces from scavenged technology and robotic components, gives you a wide smile and points to his wares.
Dabbers are mutant raccoons who are intelligent and curious, willing to trade and sometimes steal if the moment warrants it. Their smaller size makes them cautious, prone to ambushes and traps.
Dabbers are found in small, family-oriented groups. These groups, in turn, are only a small section of a larger clan. These clans, or cities, consist of up to 100 dabber families.
Dabbers are intrigued with anything shiny. If they see another creature with an object, they approach cautiously, asking for it. If turned down nicely, the dabber leaves distraught, but understanding and accepting that the object is cherished by its current owner. If turned away cruelly, the dabber runs away. Often (90% of the time), the dabber then returns with up to seven friends to take the object and anything else that strikes their fancy.
Small humanoid (mutant)
Armor Class 15 (light armor)
Hit Points 22 (4d6+8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA
10 (+0) | 16 (+3) | 14 (+2) | 14 (+2) | 12 (+1) | 14 (+2)
Damage Resistances psychic
Skills Deception +4, Insight +3, Perception +3, Persuasion +4, Survival +3
Senses low-light vision, passive Perception 13
Languages common, telepathy 120 ft.
Challenge 1 (200 XP)
Innate Spellcasting (Psionics). The dabber’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
Machete. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Automatic Rifle. Ranged Weapon Attack: +5 to hit, range 80/240 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Telekinetic Push. The dabber chooses a creature within 30 ft. That creature must succeed on a DC 10 Strength saving throw to avoid being pushed 5 ft. in a direction chosen by the dabber.