Skip to main content

Waning Stormthrower




Nobles of the Waning Court - The beauty of ripe fruit blended with the dread within autumn’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 faeries’ ears are pointed like an elf’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.

Waning stormthrowers are deployed during sieges or against heavily armored units. They carry cursed crossbows carved from rachis lantern bones. These heavy weapons have barbed bayonets attached to the front in the unlikely event a stormthrower is attacked in melee. Animated cloaks reminiscent of dragonfly wings fluttered from their spaulders, different colors and patterns defining their units.

A stormthrower’s crossbow carries a malefic curse. Once a creature is struck by one of the weapon’s bolts it binds to the closest bone and becomes a hunting beacon for the arbalest. In the stormthrowr’s sight a scarlet light outlines the victim guiding its subsequent shots. In addition cursed bolt makes victim more susceptible to the fey’s magical attacks.

Waning Stormthrower

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 14 Cha 12

Saving Throws Con +6, Wis +5

Skills Preception +5

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 stormthrower does not suffer disadvantage when firing at a target within 5ft. In addition, the barb ignores half cover and does not suffer disadvantage at long range.

Cursed Shots:

A creature hit by the waning stormthower’s stormthrower crossbow attack suffers the following effects until all bolts from that stormthrower crossbow are removed: the stormthower knows the location of the creature within 1 mile, has disadvantage of all saves against any ability the arbalest uses, and attacks the stormthower makes against that creature have a 19-20 critical range. Removing a bolt takes an action and a successful Wisdom (Medicine) check, DC 10.

Actions

Multiattack

The waning stormthrower makes 2 attacks as one action.

Bayonet:

Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d4+4) piercing damage.

Stormthrower Crossbow:

Ranged Weapon Attack: +7 to hit, range 60/120ft., one target. Hit: 10 (1d10+4) piercing damage.

Lightning Bolt (Recharge 6):

Ranged Weapon Attack: +7 to hit, range 60/120ft., one target. Hit: 13 (3d8) lightning damage and the creature must succeed on a DC 14 Constitution save or be blinded until the end of its next turn. Creatures within 5ft of the creature must also make a DC 13 Constitution save or be blinded until the end of its next turn. Lightning Bolt shares the same Recharge with Thunder Bolt.

Thunder Bolt (Recharge 6):

Ranged Weapon Attack: +7 to hit, range 60/120ft., one target. Hit: 13 (3d8) thunder damage and the creature must succeed on a DC 14 Strength save or be knocked prone. Creatures within 5ft of the creature must also make a DC 13 Strength save or be knocked prone. Thunder Bolt shares the same Recharge with Lightning Bolt.

Variant: Element Dedicated Stormthrower

Waning stormthrowers received training in the twin arcana of lightning and thunder and can empower their bolts accordingly and to devastating effect. It is not unheard of for an arbalest to be trained in only one element, which they wield with fanatical zeal. An element dedicated stormthrower loses either Thunder bolt or Lightning bolt but the recharge of the ability which remains becomes 5-6. In addition, the waning stormthrower gains damage immunity for their dedicated element but loses damage resistance for the other.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...