Skip to main content

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.
>

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.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...