Skip to main content

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.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...