Image: Adapted from images provided here:
Notes: A stat-block I adapted for usage in a discord prompt entry.
Inklings exist, for the most part, in a proto-form almost indistinguishable from a commonplace pebble that you might find on a rocky hilltop.
These creatures tend to have a singular overriding desire, and that is to be born again as a true inkling. The process usually involves the proto-form existing in places of death or decay for long periods of time. During this time, a singular inkling is usually watched over by a colony of them. The colony, when driven to emerge, takes the form of a collection of the proto-form inklings, connected by wisps of darkness into a roughly shaped sphere, as they use their series of inky hands to maneuver the environment around them.
Once in their final form, Inklings bear a strong resemblance from the fey creatures of the wild, curious and inattentive in their wanderings. They are fundamentally creatures that straddle the dark, and have limited control over the outcomes of events near them. They are very interested in those who have a good deal of fate behind them, and as such are attracted to adventurers.
Rumors say that the flesh and blood of an inkling allows for a hag to gain the powers of another species of hag.
Inkling: Small fey, Chaotic Good
HP 36 (8d6+8) AC 13, Spd 40 ft. fly
Str 6, Dex 16, Con 12, Int 13, Wis 15, Cha 16
Skills: Deception, Perception, Stealth (Strong)
DR: necrotic, death, decay
Languages: Faeries, dark-dwellers
Innate Spellcasting: Charisma, spell save DC 14. Innately casts the following spells at-will, requiring only somatic components: Goodberry, Grease, Magic Stone, Mirror Image, Prestigidiation, Darkness.
Puregrass Sensitivity: strong allergy to pure-grass plant. If within 20 feet of pure-grass flowers, it is poisoned until it leaves the area.
Shadow Protection: Any creature that attempts to damage the inkling must first succeed on a DC14 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way is blinded until the start of their next turn, as their vision fills with inky fog.
Magic Resistance: The inkling has advantage on saving throws against spells and other magical effects.
Luck of the Inkling: The inkling can choose to grant someone advantage or disadvantage on an attack roll, ability check, or a saving throw. Afterwards, it must succeed on a DC15 Charisma Save or gain a level of exhaustion.
Magic Pebble: Ranged weapon attack: +5 to hit, range 60 feet, one target, 1d6+3 bludgeoning damage.
Healing Touch (1/week): The inkling touches another creature. The target magically regains 12 (2d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Invisibility: The inkling magically turns invisible until it attacks or casts a spell, or until concentration ends (as if concentrating on a spell). Any equipment the inkling wears or carries is invisible with it.