Skip to main content

Carver

Fashioned from a felled deadwood tree, a carver is a malignant construct utilized by a waning cult to terrorize in the general populace and assassinate their enemies. A rough imitation of a human, the carver resembles an adult-sized doll with a sinister, static smile and a cleaver to match.

Silent Slasher. Nearly silent, the carver only makes noise when it chooses. It does not need to breathe. Its joints move with little creaking. On catlike footfalls, it stalks its victims but waits until the unlucky soul notices it before striking. Once the carver tastes fear the flare of its dire gaze locks the creature in place and the cleaver hacks it to pieces.

Fiery Core. Instead of a heart a direfly hive perpetually burns within the carver's chest. This animating magic wanes the longer a carver goes without committing murder. If the construct goes too long without spilling blood it falls into a dormant state until a fresh victim appears. Even then it may wait for weeks watching the living until it is written off as an icon or curio until stirring to kill anew.

Carver

Medium Construct, Chaotic Evil

Armor Class 14

Hit Points 85(10d10+30)

Speed 40ft

Str 12 Dex 18 Con 16 Int 3 Wis 11 Cha 13

Skills Stealth +8 Damage Resistances fire

Condition Immunities charmed, exhaustion, pertrified, poisoned

Senses darkvision 60ft, passive Perception 10

Languages Understands Sylvan and common, but cannot speak

Challenge 6 (2300 XP)

Actions

Multiattack The carver makes two attacks as one action.

Cleaver.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (3d4+4) slashing damage.

Dire Fire. 1/long rest

The carver chooses a square within 30ft that it can see. All creatures adjacent to that square must make a DC 14 Dexterity save, taking 31 (7d8) fire damage on a failure, no damage on a success.

Dire Gaze.

The carver focuses on a creature it can see within 30ft and its hollow eyes glow with direfly light. The target must succeed on a DC 14 Wisdom save or be paralyzed as long as the carver keeps its gaze focused on it. While the carver does so it suffers disadvantage on any attacks it makes against a different target. At the end of each turn the paralyzed creature may make a new save, the effect ending on success. On a successful save the target is not paralyzed and is immune to the carver's diregaze for 24 hours.

Optional Rule: Carver's Heart. With a woodworking tool check or a Wisdom (Survival) check DC 13 a caver's heart may be removed in a manner which keeps its magic intact. Warm to the touch and smoldering the heart can then be used as a grenade-like thrown weapon with a range of 30/60ft. On impact the heart explodes with a 5ft radius. Creatures caught in the blast must succeed on a Dexterity save DC 14 or take 18(4d8) fire damage, half as much damage on a successful save.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned