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Lodge Members; Pup and Redwolf




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.

Behind the Red Door. The lodge pup has only just been introduced to the inner circle of the cult within the lodge. While they don't have a full picture of evil they have waded into the pup has tasted its depravity and finds the savage, chaotic lifestyle intoxicating. The pup is trained in advanced fighting and hunting techniques. Behind closed doors they are slowly initiated into infernalism, their empathy stripped away until only animal cruelty remains. Pups that balk at any point along this path are hunted down, butchered, and eaten by their fellow initiates. Pups wear a very basic bone-mask made from a wolf's skull.

Lodge Pup

Medium humanoid (any), chaotic evil

Armor Class 12 (leather armor)

Hit Points 17 (5d8+5)

Speed 30ft

Str 10 Dex 14 Con 12 Int 10 Wis 12 Cha 12

Skills Perception +3, Stealth +4, Survival +3

Senses passive Perception 13.

Languages common

Challenge 1 (200 XP)

Killer Instinct.

When the lodge pup 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.

Stalwart:

The lodge pup has Advantage on saving throws against fear effects.

Actions

Lodge Blade:

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Musket:

Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.


Blooded. A lodge redwolf has completely forsaken their humanity and strives to become a primal terror. They became used to cannibalism as a pup and takes the vile act to the next level. They not only consume the meat of their prey, but fragments of its soul as well. At the same time, they become experts with their preferred armaments and as efficient as any forest predator. Redwolves make up the majority of the lodge's members. They are responsible for training pups and leading the hunts against lodge washouts. The lodge redwolf's mask is the one they wore as a pup, but stained blood-red over and over again as they bathe it in the vitae of every kill. Redwolves commonly have a war mask, mastiff or wolf as a hunting companion.

Lodge Redwolf

Medium humanoid (any), chaotic evil

Armor Class 14 (studded leather armor)

Hit Points 52 (8d8+16)

Speed 30ft

Str 12 Dex 14 Con 14 Int 10 Wis 14 Cha 12

Skills Perception +4, Stealth +4, Survival +4

Condition Immunities Frightened

Senses darkvision 60ft, passive Perception 14.

Languages abyssal, common

Challenge 3 (700 XP)

Devour Power.

The lodge redwolf may spend its entire turn carving out and eating the heart of a beast, humanoid or monstrosity that it has killed in the last minute. The lodge redwolf gains 2d6 temporary hit points. Furthermore the lodge redwolf adds 10ft to its base speed and darkvision 60ft for a number of rounds equal to the slain creature's hit dice.

Feral Tread.

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

Firearms Knowledge.

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

Killer Instinct.

When the lodge redwolf'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.

Actions

Lodge Blade:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Musket:

Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Pistol:

Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

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