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Lodge Members; Devildog & Hellboar




Each cult the Lodgemaster establishes has its own unique name, symbology and social rules on a surface level. One might present as a social club for blue-blood hunters to gamble and drink in between fox chases, another may be an elite safari company catering to wealthy merchants, while yet another is an exclusive boarding school to teach young nobles military skills. However, behind closed doors or when involved in dark deeds their trappings are all the same. Lodge members wear deep-red frockcoats with polished bone buttons, bright red cravats and sashes, riding boots, assorted personal fetishes, and carved bone masks donating their rank. While lodge members can use a variety of weapons all of them carry a lodge knife with them. This cleaver is roughly the size of a short sword, its wide blade stamped with a wolf's skull and hilt bound with human leather.

Note on weapons. The lodge members are built using firearms, specifically flintlocks, from the DMG rules. (Page 276,268). If firearms are not appropriate for the campaign substitute hand crossbows, crossbows and heavy crossbows as appropriate.

Slave of the Hunt. A lodge devildog is a senior member that relishes bloody melee combat. They are also no longer humanoid. Through devilish ritual, continuous cannibalism, and forbidden alchemy they have transformed into monstrosities. Devildogs are still able to pass for human, though their eyes take on a red, dog appearance. Their hands become gnarled claws and feet clawed paws. Their noses tips blacken and canines sharpen. Deep red fur cover their legs from the knees down. It is not uncommon for a lodge devildog to wear clothing tailored to hide these aspects or take advantage of illusion spells for the same reason. The lodge devildog's diet is strictly carnivorous. The lodge devildog's mask is fiendish hound. A lodge devildog often has an a barghest, death dog, dire wolf, or winter wolf as a hunting companion.

Lodge Devildog

Medium monstrosity, chaotic evil

Armor Class 14 (studded leather armor)

Hit Points 153 (18d8+72)

Speed 40ft

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

Saves Con +6, Wisdom +7

Skills Perception +7, Stealth +6, Survival +7

Condition Immunities Frightened, Poisoned

Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60ft, passive Perception 17.

Languages abyssal, common

Challenge 9 (5000 XP)

Feral Tread.

The lodge devildog ignores natural, difficult terrain in forests and plains.

Guerrilla.

The lodge devildog can Disengage and Hide as a bonus action.

Keen Hearing and Smell:

The lodge devildog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Killer Instinct.

When the lodge devildog's attacks a creature with half or fewer of its maximum hit points remaining the attack is a critical hit on a 19 or 20 on the d20.

Pounce:

If the lodge devildog moves at least 20 feet straight toward a creature and then hits it with a lodge blade attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lodge devildog can make one lodge blade attack against it as a bonus action.

Surprise Attack:

If the lodge devildog surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 13 (4d6) damage from the attack.

Actions

Multittack:

The lodge devildog makes four lodge blade attacks as one action.

Lodge Blade:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4 ) slashing damage.

Pistol:

Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Reations

Parry.

The lodge devildog adds 4 to its AC against one melee Attack that would hit it. To do so, the devil dog must see the attacker and be wielding a melee weapon.


War Pig. A lodge hellboar is a senior member that revels in mass destruction. They are also no longer humanoid. Through devilish ritual, continuous cannibalism, and forbidden alchemy they have transformed into monstrosities. Hellboar are still able to pass for human, though their eyes take on a black, porcine. Their feet grow into razor sharp hooves. Their nose tips curl up and bottom canines jut out like tusks. Coarse, crimson hair covers their spine and legs from the knees down. It is not uncommon for a lodge hellboar to wear clothing tailored to hide these aspects or take advantage of illusion spells for the same reason. The lodge hellboar's diet is strictly carnivorous. The lodge hellboar's mask is demonic pig. A lodge hellboar often has an a giant boar as a hunting companion and mobile munitions dump.

Lodge Hellboar

Medium monstrosity, chaotic evil

Armor Class 15 (studded leather armor)

Hit Points 129 (14d8+64)

Speed 30ft

Str 16 Dex 16 Con 18 Int 12 Wis 16 Cha 13

Saves Str +6, Con +7, Wisdom +6

Skills Perception +6, Survival +6

Condition Immunities Frightened, Poisoned

Damage Immunities Fire

Damage Resistances poison, bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60ft, passive Perception 14.

Languages abyssal, common

Challenge 7 (2900 XP)

Feral Tread.

The lodge hellboar ignores natural, difficult terrain in forests and plains.

Firearms Knowledge.

The lodge hellboar's mastery of its weapons enables it to ignore the loading property of cannons and pistols.

Keen Sight and Smell:

The lodge hellboar has advantage on Wisdom (Perception) checks that rely on sight or smell.

Killer Instinct.

When the lodge hellboar's attacks a creature with half or fewer of its maximum hit points remaining the attack is a critical hit on a 19 or 20 on the d20.

Siege Monster.

The lodge hellboar deals double damage to Objects and structures.

Actions

Lodge Blade:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3 ) slashing damage.

Cannon:

Ranged Weapon Attack: +6 to hit, range 75/300 ft., one target. Hit: 23 (6d6 + 3) piercing damage. In addition, all creatures within 10ft of the target and the target must succeed on a DC 14 or take 10 (3d6) fire damage. If a creature fails this save by 5 or more they are also Incapacitated until the end of their next turn.

Pistol:

Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Iron Rain (Recharge 6).

The hellboar choses a spot it can see within 120 ft and fires a special cannonball full of caltrops into the air. The caltrops cover a radius of 20ft centered from the spot chosen. The area becomes difficult terrain for one minute. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

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