Skip to main content

Waning Hew




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.


Bearing rusty great-axes and a terrifying mein, the waning hews are line breakers within the fey host. Their armor is stained blood red with golden leaves and human bones stitched to its seams. Hews are known for wearing their hair in long, plaited braids with dried brier vines weaved throughout. Their unnerving grins never waver in the thick of melee, malefic mirth forever sparkling in their eyes.


Waning hews produce a dreadful miasma in which shadows grow longer, smells more pungent, an eerie creaking and whispers lace the air. Those affected by the aura go mad with fear, casting aside common sense in favor of self-preservation. However, this is the state the hew wishes its prey to be in, scattered and reeling. Once a hewer has the advantage it quickly hacks its prey apart and claims further grisly trophies.


Waning Hew

Medium Fey, lawful evil

Armor Class 14 (studded leather armor)

Hit Points 144 (17d8 + 68)

Speed 30ft

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

Saving Throws Con +7, Wis +3

Condition Immunities frightened

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

Senses darkvision 120ft, passive Perception 10

Languages common, sylvan.

Challenge 8 (3900 XP)

Magic Resistance:

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

Autumn’s Long Shadows:

Any creature which begins its turn within 10ft of the waning hew must make a DC 14 Charisma save or be frightened until the end of its turn. The hewer may activate or end this effect as a bonus action.

Fell the Shaking Trees:

If the waning hew hits on a melee attack against a creature that is frightened it deals an additional 7 (2d6) damage. If the waning hew reduces a creature to 0 hit points with a melee attack it may immediately use its bonus action to make an attack against a creature within 5ft.

Innate Spellcasting:

The hew’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 5th level:

At Will: Magic Mouth, Witchbolt

2/day: Thunder Step

Actions

Multiattack

The waning hew makes 2 hewing axe attacks as one action

Hewing Axe:

Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (1d2 + 4) slashing damage.

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...

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) ...

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 ...