Skip to main content

Harvestman




Nobles of the Waning Court - The beauty of ripe fruit blended with the breach 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.

The harvestman is fused to a quartet of arachnid-like legs crafted from deadwood via a direfly honeycomb along their spine. Due to the poison running through their veins the harvestman exists in a constant state of mild-inebriation. Their once-black eyes have grown segmented, glow yellow in the dark and never blink. It is said they cannot sleep but are haunted by fragments of waking dreams. They wear hooded shrouds woven from gossamer and red chitin flakes. Red lattices fuse the segments of their extra legs together, lending them a venomous quality.

Wheat from Chaff. Harvestmen are charged with snatching mortals from their homes and delivering them to the clutches of the waning court. Those poor souls which make the grade become servants and playthings for the nobility. Those that do not are cut down by the harvestmen, their corpus used as fertilizer for the hive crofter’s surreal gardens. Occasionally, a harvestman will become enamored with a mortal and find itself unable to part with the prize. To keep the creature it ritually flays the mortal's soul away and binds it to a bag, creating a plucker.

Foul Foreman. The pluckers created by a harvestman are forever linked to it, willing servants to their master. Each plucker holds a place in the harvestman’s black heart, a target to a twisted love that will never die. It takes great pains ensuring a plucker is comfortable, but as a mortal looks after a cherished pet. To this end, the harvestman goes to great lengths to kill those that destroy its pluckers and mounts their corpses as grim scarecrows to dissuade others from doing so.

Harvestman

medium fey, lawful evil

Armor Class 16 (studded leather armor)

Hit Points 112 (15d8 + 45)

Speed 30ft

Climb 30ft

Str 18 Dex 14 Con 16 Int 12 Wis 14 Cha 16

Saving Throws Con +6, Wis +5

Skills Investigation +5, Stealth +5

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

Senses darkvision 60ft, tremorsense 10ft, passive Perception 13.

Languages common, sylvan.

Challenge 9 (5000 XP)

Fey Foreman:

A harvestman can telepathically communicated with all of its pluckers within 10 miles.

Magic Resistance:

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

Spider Climb:

The harvestman can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spider Silence:

The harvestman has advantage on all Stealth checks.

Actions

Multiattack:

The waning breach can make four attacks as one action.

Longleg:

Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 7 (1d6+4) poison damage and the target must succeed on a DC 15 Constitution save or be paralyzed for 1 minute. A paralyzed creature may repeat this save at the end of each of its turns, the effect ending on success.

Splinter Spinnerette:

Ranged Weapon Attack: +6 to hit, range 30/60ft., one target. Hit: 9 (2d4+4) piercing damage. If a creature is hit by two or more splinter spinnerette attacks in one round it must succeed on a DC 14 Strength save or have their speed reduced to zero until the end of its next turn.

Spin Gate:(Recharge 6)

Using its longlegs, the harvestman traces an arcane circle of blood honey on the ground at a point within 15 feet of it. It chooses another point within 500 feet that it can see, or a point within 10 feet that one of its pluckers can see. A hexagonal gate, 10 feet in diameter, opens over each point. If the gate would open in the space occupied by a creature, the spell fails, and the casting is lost. The gates are two-dimensional hexagons of deadwood filled with buzzing direflies, hovering inches from the ground and perpendicular to it at the points chosen.

Any creature or object entering the gate exits from the other gate as if the two were adjacent to each other. The direfly swarms that fills each portal is opaque and blocks vision through it. The gates exist for 10 minutes.

As a bonus action the Harvestnan may direct the direflies in both portals to attack all non-fey creatures within 10 feet of the portal. These creatures must succeed on a DC 15 Charisma save or suffer 10 (3d6) psychic damage and must use their reaction to move their full speed away from the gate.

A harvestman may only have one gate active at a time.

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...