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Waning Gore




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.


This horned fey hefts a lance crafted from burned and pockmarked wood, tipped with a ball of haphazard thorns. A handful of direflies crawl about the cursed weapon’s holes. The lancer also carries fae blade and a shield emblazoned with the symbol of his master. The spaulders of the gore's studded leather are adorned with the tiny, iridescent insect wings that is attached to a cloak of autumn feathers. It rides into battle atop a giant direfly or thundercharger.


Staunch Rivals. The waning gore and waning house-knights have a not-so-friendly rivalry on and off of the field. Both units see themselves as the most honorable and courtly part of the waning host and willingly debase those ideals to lay the other side low. At tournaments, the groups often fall into drunken brawls at night, while during the day lancers will try to prove their mettle in grand melees and house-knights at jousting. When pressed into war, gores and house-knight strive to inflict great harm on the enemy than the other, to be the first to engage and defeat rival heroes. Sometimes gores leak information to their foes to ensure a squad of knights is ambushed, or house-knights will direct waning blades into the charge lines lancers intend to take to hamper them.

Waning Gore

Medium Fey, lawful evil

Armor Class 17 (studded leather armor, shield)

Hit Points 149 (17d8 + 51)

Speed 30ft

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

Saving Throws Con +6, Wis +3

Skills Animal Handling +5

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

Senses darkvision 120ft, passive Perception 12

Languages common, sylvan.

Challenge 7 (2900 XP)

Magic Resistance:

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

Innate Spellcasting:

The gore’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At Will: Featherfall, Thunderwave

Skewer:

When the waning gore attacks a target with advantage using its charred lance it deals an additional 9 (2d8) thunder damage on a successful hit. The creature must make succeed on a DC 14 Constitution save or be stunned until the end of its next turn.

Thunderer:

Whenever the fey rolls a critical hit on a charred lance attack it may cast Thunderwave as a bonus action.

Actions

Multiattack

The waning gore makes 1 charred lance or 2 feyblades attacks as one action.

Charred Lance:

Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (1d12 + 4) piercing damage and 5 (1d8) thunder damage.

Fae Blade:

Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8+4) slashing damage.

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