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Lodgemaster Minion: Hunting Blind




The hunting blind's frame is built from hell-blasted dryad wood, gnarled and charred. Abyssal runes smolder across its surface. Despite its desiccated nature the construct is incredibly durable thanks to the foul magic powering it. The top third of the conveyance is a partially-covered platform with a pointed canopy. The roof and walls of the parapet are made from enchanted monster hide as hard as steel. Profane fetishes fabricated from beastly skulls hang on its posts, sizzling sigils floating in their eye sockets.


Foul Icons. The grisly talismans hanging on the hunting blind are not just for show. Each is laced with malevolent magic that lashes out when a battle is joined. Demonic symbols crackle within the skulls' sockets, their glares lancing foes with destructive spells. Once removed from the construct these fetishes lost their power within moments.



Hunting Blind

huge construct, unaligned

Armor Class 15 (natural armor)

Hit Points 102 (12d12 + 24)

Speed 30ft

Str 22 Dex 10 Con 15 Int 11 Wis 7 Cha 2

Saves Str+4

Skills Athletics +9, Perception +1, Stealth +3

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Damage Resistances poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine.

Languages-

Challenge 7 (2900 XP)

Insidious Camouflage:

As a bonus action the hunting blind may cover itself in illusion that makes it look like a tree indigenous to its environment. As long as the hunting blind remains motionless and creatures in its parapet take no actions the hunting blind is indistinguishable from a normal tree and the creature's in its parapet gain Advantage on Dexterity (Stealth) checks or cannot be seen at all of they are ducking down.

Magic Resistances:

The hunting blind has advantage on saving throws against spells or other magical effects.

Immutable Form:

The hunting blind is immune to any spell or effect that would alter its form.

Parapet:

Up to four creatures may use the hunting blind's parapet as a point to see the area around the construct and make attacks from. These creatures have half-cover against all attacks made against them. They also gain +2 to Dexterity saving throws. A creature within the parapet may use its action to duck down giving them total cover until the start of their next turn.

Actions

Stomp:

Melee Weapon Attack: + 9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6 ) bludgeoning damage.

Glaring Fetishes.

The hunting uses three of the following glare attacks at random (reroll duplicates), choosing one to three targets it can see within 60 feet of it:

Bleeding Glare: The target creature must succeed on a DC 13 Constitution save or take 2d8 necrotic damage. The creature also begins bleeding taking 2d8 necrotic damage at the end of each of its turns for the next minute. At the end of each of its turns, and affected creature may repeat this save with the effect ending on success.
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Burning Glare: The target creature must succeed on a DC 13 Dexterity save or take 6d8 fire damage.

Charming Glare: The target creature must succeed on a DC 13 Wisdom save or be Charmed by the hunting lodge and all creatures wearing a Lodge mask for the next minute. At the end of each of its turns, and affected creature may repeat this save with the effect ending on success.

Drowning Glare: The target creature must succeed on a DC 13 Constitution save or have its lungs fill with water. The creature begins suffocating, cannot talk or cast spells that have a somatic component, and takes 2d4 necrotic damage. The creature continues suffocating for the next minute, cannot talk or cast spells that have a somatic component and takes 2d4 necrotic damage at the end of each of its turns. At the end of each of its turns, and affected creature may repeat this save with the effect ending on success.

Frightful Glare: The target creature must succeed on a DC 13 Wisdom save or be frightened and restrained for the next minute. At the end of each of its turns, and affected creature may repeat this save with the effect ending on success.

Thorny Glare: The target creature must succeed on a DC 13 Dexterity save or be enveloped by thorny vines and becoming restrained and taking 2d4 piercing damage. The creature also takes 2d4 piercing damage at the end of each of its turns and remains retrained for the next minute. At the end of each of its turns, and affected creature may repeat this save with the effect ending on success.

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