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Lodge Members; Hellcat and Bloodhawk




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.

Hellish Transformation. The lodge hellcat is a senior member that focuses on close-quarter's combat. They are also no longer a humanoid. Through devilish ritual, continuous cannibalism, and forbidden alchemy they have transformed into monstrosities. Hellcats are still able to pass for human, though their eyes take on a tawny, feline appearance. Their finger and toenails become small claws, their teeth barely hidden fangs. Patches of fur coat their spines, forearms and shins. It is not uncommon for a hellcat to wear clothing tailored to hide these aspects or take advantage of illusion spells for the same reason. The lodge hellcat's diet is strictly carnivorous. The lodge hellcat's bone-mask is that of a great cat, its jaw hinged by living, demonic sinew affording the cultist a vicious bite when worn. A lodge hellcat often has a cougar, dire lion, lion or displacer beast as a hunting companion.

Lodge Hellcat

Medium monstrosity, chaotic evil

Armor Class 15 (studded leather armor)

Hit Points 71 (11d8+22)

Speed 40ft

Str 12 Dex 16 Con 14 Int 11 Wis 16 Cha 14

Saves Con +5, Wisdom +6

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

Condition Immunities Frightened, Poisoned

Damage Resistances Poison

Senses darkvision 60ft, passive Perception 16.

Languages abyssal, common

Challenge 5 (1800 XP)

Feral Tread.

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

Firearms Knowledge.

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

Keen Hearing and Smell:

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

Killer Instinct.

When the lodge hellcat 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.

Pistoleer.

A hostile creature within 5ft of the lodge hellcat does not impose Disadvantage on their pistol attacks.

Predator's Roar.

After reducing a creature to 0 hit points the lodge hellcat may use a bonus action to roar. All friendly beasts and monstrosities within 60ft may use their reaction to move half their speed closer to the lodge hellcat.

Running Leap.

With a 10-foot running start, the lodge wildcat can long jump up to 20 ft..

Actions

Multittack:

The lodge hellcat makes one bite attack and two pistol attacks as one action.

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

Lodge Blade:

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

Pistol:

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


Raptor Apothesis. A lodge bloodhawk is a senior member that focuses on long range combat. They are also no longer humanoid. Through devilish ritual, continuous cannibalism, and forbidden alchemy they have transformed into monstrosities. Bloodhawks are still able to pass for human, though their eyes take on a yellow, raptor appearance. Their fingers grow long and thing, their feet into curled claws. Their noses come to sharp, inhuman points. Red feathers grow from their scalp, down their spine and around their ankles. It is not uncommon for a lodge bloodhawk to wear clothing tailored to hide these aspects or take advantage of illusion spells for the same reason. The lodge bloodhawk's diet is strictly carnivorous. The lodge bloodhawk's masks is that of a bird of prey. A lodge bloodhawk often has an actual bloodhawk, giant eagle, giant owl, or griffon as a hunting companion.

Lodge Bloodhawk

Medium monstrosity, chaotic evil

Armor Class 16 (natural armor)

Hit Points 115 (14d8+52)

Speed 30ft

Climb 10ft

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

Saves Dex +7, Con +6, Wisdom +6

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

Condition Immunities Frightened

Senses darkvision 60ft, passive Perception 14.

Languages abyssal, common

Challenge 7 (2900 XP)

Feral Tread.

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

Firearms Knowledge.

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

Keen Sight and Smell:

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

Killer Instinct.

When the lodge bloodhawk'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.

Musketeer.

Attacking at long range does not impose Disadvantage on lodge boodhawk's musket attacks. The lodge bloodhawk ignores half cover and three-quarters cover when making musket attacks. The lodge bloodhawk also deals an extra 1d12 damage with its musket, already factored into the attacks below.

Glide.

With a 10-foot running start, the lodge bloodhawk gains a flight speed of 20ft until the start of its next turn

Actions

Multittack:

The lodge bloodhawk makes two musket attacks as one action.

Lodge Blade:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+2 ) slashing damage.

Musket:

Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 17 (2d12 + 4) piercing damage.

Headshot (Recharge 6).

The lodge bloodhawk makes a musket attack against a creature it can see within 120ft. If the hit is successful the attack deals damage as normal and must succeed on a DC 15 Constitution save or gain the Unconscious condition for the next minute. At the end of each of its turns, the affected creature may repeat this save with the effect ending on success. If the creature takes damage while Unconscious it may repeat this save with Advantage, the effect ending on success.

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