Expressionless and dull, the plucker still exudes a menace despite its placid features and mute manner. The three-foot-tall fey's glassy eyes remind one of a corpse, but are still wet and alive. Though once mortal, the plucker's years in the feywild have marked it with honeycomb scars, vestigial antennae, and a long, hooked nose. It wears a simple robe of rough, red cloth tied with a slip of leather. The plucker is never far from its bag and can never be swayed from its duty to the harvestman that made it.
Soul Bag. This patchwork bag of garish colors is crafted from the plucker's flayed away soul and personality. Despite being an interdimensional vessel its size never changes, roughly that of a sack of grain. A plucker never has difficulty lifting its bag and always knows where it is.
Dying Spark. Some pluckers retain motes of their former humanity. This haunts them with memories they cannot comprehend and often instills them a preferred kidnapping victim profile. Old wives tales claim there are rituals that will restore a plucker’s soul and destroy its bag but discovering these rites would be a quest onto itself.
Plucker
medium fey, lawful evil
Str 12 Dex 16 Con 14 Int 8 Wis 10 Cha 14
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
darkvision 60ft, passive Perception 10.
Innate Spellcasting (3/day.
The Plucker can innately cast Sleep, requiring no material components. Its innate spellcasting ability is Charisma. The Plucker casts this spell at 1 spell slot higher for each medium creature in its bag, or 1 spell slot higher for every 2 small creatures in its bag, or 4 spell slots higher for each large creature in its bag. No matter the number of creatures in the plucker's bag, this cannot be cast higher than 9th level.Leashed:
A plucker can telepathically communicate with its harvestman within 10 miles.
Plucker Sack:
The plucker's sack is an interdimensional space not unlike a bag of holding but can only hold humanoid creatures of large or smaller size. A plucker sack can hold up to 10 medium humanoids, 20 small humanoids, or 2 large humanoids. A humanoid must be incapacitated or willing to be placed in a plucker sack. While in the sack creatures stabilize if dying, do not age, and does not need food, water, or air. The creature becomes incapacitated if it is not already. When the plucker dies the bag rapidly decays away and a creature ends up prone in the nearest unoccupied square.
Regeneration:
At the start of its turn the plucker regains a number of hit points equal to the number of humanoids in its plucker sack, as long as it is holding it. The plucker dies only if it starts its turn with 0 hit points and is not holding its sack, or the sack has no humanoids in it.
Actions
Multiattack:
The plucker makes two attacks.
Plucker Sack:
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 1 additional bludgeoning damage for reach humanoid in the plucker's sack.
Optional Rule: Plucker Sack. Rarely the magic of the plucker’s sack might tear but doesn't immediately rot away upon its owner's death. Until the next new moon, it functions as a Bag of Holding with the additional benefits. Any creature placed in the sack stabilizes if dying, does not age, and does not need food, water, or air. At dawn after the next new moon, the Soul Bag loses its magic and all contents are expelled unharmed. However, a skilled artificer can use the bag while it still is magical to create a new Bag of Holding but losing its extra benefit.
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