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Waning Barb




Nobles of the Waning Court - The beauty of ripe fruit blended with the dread within autumnā€™s long shadows, every noble of the waning court is a vision to behold. Black, pupilless eyes dominate their fine-boned faces while sharp teeth lurk behind plush lips. The faeriesā€™ ears are pointed like an elfā€™s, but slightly shorter. This is due to the antelope-like horns spiraling from their temples, the base of which are riddled with red-stained honeycombs. Waning court nobles wear their hair long, often braided with bones and sticks, and is a color of fall leaves. Their skin tone can best be described as bloodless. Commonly, these fey wear leathers cured of eldritch animals, cloaks made from a nightmare or displacer beast pelts, black iron plates, and amber adornments with petrified insects within. Most find their mien more savage than aristocratic. Stray direflies are their constant companions, always buzzing cryptic prophecies as they crawl about.

A mobile unit onto itself, a waning barb brings a bow of deadwood to the field, ensorcelled with elemental thunder. The weapon grants the fey archer the ability to rain down a cloud of arrows with just one shot and pepper multiple targets with impunity. They also carry a short sword in case they get in the thick of things, but always prefer to let their bows do the dirty work.

Ageless as any other fey, the waning barb has spent centuries honing its aim in scoreless conflicts and innumerable tournaments. It can precisely sink arrows across daunting distances and in the worst of conditions. However, this supremacy only feeds the barb's hubris. It goes out of its way to attempt the most difficult shots and often forgoes one target for another which would better highlight itā€™s skill. Battles have been lost because a line of warning barbs considers their assigned foes beneath their caliber and seek out glory instead.

Waning Barb

Medium Fey, lawful evil

Armor Class 16 (studded leather armor)

Hit Points 112 (15d8 + 45)

Speed 30ft

Str 14 Dex 18 Con 16 Int 11 Wis 13 Cha 14

Saving Throws Con +6, Wis +4

Skills Preception +4

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses darkvision 120ft, passive Perception 14

Languages common, sylvan.

Challenge 6 (2300 XP)

Magic Resistance:

The fey has advantage on saving throws against spells and other magical effects.

Timeless Archer:

The waning barb does not suffer disadvantage when making a ranged attack at a target within 5ft. In addition, the barb ignores half cover and does not suffer disadvantage at long range.

Actions

Multiattack

The waning barb makes 2 attacks.

Short sword:

Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d6+4) piercing damage.

Deadwood Bow:

Ranged Weapon Attack: +7 to hit, range 60/120ft., one target. Hit: 9 (1d8+4) piercing damage plus 4 (1d8) thunder damage.

Fusillade (Recharge 5-6):

The barb selects a point within the range of their deadwood bow. All creatures within a 10ft radius of that point must make a DC 15 Dexterity save, taking 9 (1d8+4) piercing plus 9 (2d8) thunder damage on a failed save, and are stunned until the end of their next turn. On a successful save the creature takes half as much damage and is not stunned. Creatures that are immune to thunder damage are immune to this effect.

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