Skip to main content

Lodgemaster Minion: Trophy Wife




The trophy wife wears a crimson frock coat atop a overbust corset of bone-brocade. Her pants match her coat and tall, ivory-buttoned spats are attached to her abyss-blackened hooves. The coat's interior is lined with grisly talismans crafted from various forest animals and sentient creatures. Brazen antlers spiral up from the fiend's platinum blond hair. The trophy wife's eyes are literally doe's, her lips ripe and red, and her skin as pale as snow. In fact, the beautiful fetishmonger is sometimes mistaken as celestial until she smiles and reveals a mouth full of shark-like teeth.


Den Mother. Every cult set up by the Lodgemaster has one, and only one trophy wife. These fiends are charged with keeping the infernal lodge running from day to day with duties including: running the kitchen and larder, directing the cleaning staff, and organizing the debauched entertainment that draws members in and corrupts their souls. In this last task they procure a variety of illicit substances, sacrificial victims and a cadre of incubi and succubae. Though, the fiend always choses a handful of lodge members warm to her bed. Those that spurn her usually end up on the menu.


Many wonder what the trophy wives' status is in relation to The Lodgemaster. Often times it seems that a female fiend has absolute authority within her personal lodge, ordering the Lodgemaster about and controlling his excesses. Likewise, the Lodgemaster always speaks to a trophy wife in a respectful and playful manner as to a pleasantly beleagured husband. The infernal entities rarely butt heads either, at least publically. It seems the Lodgemaster and the trophy wives see eye to eye on nearly every matter. From past interactions, scholars of the demonic wonder if a trophy wife even knows that others like her exist as when confronted with this information they do not even dignify the questions with a response.


Mistress of the Hunt. Whenever the lodge goes out on the hunt in force the trophy wife accompanies them. She and her infernal attendants set up a home base for the hunters to return to. If one of her fold comes back wounded or even dead, but made a good showing, the fiend will fix them up with her profane artifice and potions. Those she dotes on receive enchanted fetishes to display her favor. From time to time the trophy wife will take to the field herself if she feels peckish or the prey ends up being more than normal lodge members can handle.

Trophy Wife

Medium fiend, neutral evil

Armor Class 13

Hit Points 104 (16d8+32)

Speed 40ft

Str 12 Dex 16 Con 15 Int 18 Wis 10 Cha 18

Saves Dex +7, Wisdom +4

Skills Deception +8, Intimidation +8, Performance +8

Condition Immunities Frightened, Poisoned

Damage Immunities Fire, Poison

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silver

Senses darkvision 60ft, passive Perception 10.

Languages abyssal, common

Challenge 9 (5000 XP)

Magic Resistances:

The trophy wife has advantage on saving throws against spells or other magical effects.

Majesty:

The first time a creature attacks the trophy wife on a turn, the attacker must make a DC 16 Charisma saving throw. On a failed save, it can't attack trophy wife on this turn, and it must choose a new target for the attack or the attack is wasted.

Spellcasting:

The trophy wife is a 13th level spell caster and her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The trophy wife can innately cast the following Artificer spells:

Cantrips: create bonfire, firebolt, guidance

1st (4 slots): faerie fire, healing word, longstrider, ray of sickness, snare, sanctuary

2nd (3 slots): flaming sphere, invisibility, magic weapon, acid arrow, lesser restoration

3rd (3 slots): catnap, gaseous form, haste, mass healing word, revivify

4th (1 slot): blight, death ward, private sanctum

Actions

Gore:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3 ) slashing damage.

Bestow Fetish (3/day).

The trophy wife grants a fetish to a friendly creature within 5ft. The creature gains a random bonus from the options below for the next hour, until the trophy wife uses a bonus action to deactivate the fetish, or until it or the trophy wife dies. The trophy wife may only have 3 fetishes active at one time. A creature cannot benefit from more than one active fetish at a time.

1 - Saber-Toothed Tiger Fang Necklace. The creature gains +1d4 to its attack rolls.

2 - Satyr Knucklebone Bracelet. The creature gains +1d6 to its saving throw rolls.

3 - Stryx Eye Ring. One of the creature's weapons counts as magical and inflicts an additional 1d6 necrotic damage.

4 - Badger Claw Broach. The creature gains floating, spectral claws. These claws attack as a bonus action with +4 to hit and a range of 15ft. The claws inflict 1d6 force damage.

5 - Pixie Wing Crown. The creature may use its bonus action to Disengage.

6 - Devil Skin Sash. The creature gains damage resistance to bludgeoning, piercing, and slashing from nonmagical attacks that aren't silver.

Change Shape

The trophy wife magically polymorphs into a Medium lovely female humanoid, or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts back to its true form if it dies.

Actions

Trophy Hunter:

When a beast, humanoid or monstrosity is reduced to 0 hit points within 30ft of the trophy wife, she may use her reaction to instantly teleport to the creature, tear its liver out with her bare hands, and consume it. The creature dies and the trophy wife regains one use of its Bestow Fetish ability.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned