Skip to main content

Lodgemaster Minion: War Mask




Carved from bone and stained by the blood of the hunted and butchered, the war mask depicts the representation of a snarling, horned beast not of this world. The construct floats on a sulfurous cloud with strands of woven fur and feathers trailing behind it. Yellow orbs fill the eyeholes when viewed from the front, but no trace can be seen of the organs from behind. The war mask's gaze fills with ecstatic intensity whenever prey is near.

Hunters' Hounds. War masks are produced by foolish mortals loyal to the Lodgemaster, its parts reaped from the beasts, humanoids and monstrosity the lodge slays. Through prolonged ritual the fetishes are imbued with fiendish power and bound to questioningly serve the organization. The constructs do this by magically marking the hunted and sharing the insight with a nearby lodge member. They can also manifest poisoned-tipped darts out of thin air to slow the prey down.

War Mask

tiny construct, lawful evil

Armor Class 12

Hit Points 19 (7d4+7)

Speed 0ft

Flight 40ft (hover)

Str 1 Dex 14 Con 13 Int 5 Wis 11 Cha 5

Skills Perception +2, Stealth +4

Condition Immunities Frightened, Poisoned, Prone

Damage ImmunitiesPoison Senses darkvision 60ft, passive Perception 10.

Languages -

Challenge 1/2 (100 XP)

Innate Spellcasting (at will):

The war mask can innately cast Hunter's Mark. Its innate spellcasting ability is Wisdom with a spell DC of 10.

Actions

Spit Dart:

Ranged Weapon Attack: +4 to hit, reach 30/60ft., one target. Hit: 1 piercing damage. In addition, the creature must succeed on a DC 11 Constitution save or are Slowed for the next minute. A slowed creature's speed is reduced by half and on each of its turn it may take either a bonus action or action but not both. At the end of each of its turns a slowed creature may repeat this save, effect ending on success.

Creatures that are immune to the poisoned condition are immune to this effect.

Mark Quarry.

The war mask shares the effects of its hunter's mark with a friendly creature it can see within 30ft. This effects ends if the spells duration ends or the war mask is destroyed.

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...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...

Voidcaller

Spat from a dead, but a hungry star, voidcallers begin life as a nebulous black cloud feeding on the ambient misery all sentient things produce. Those that survive this larval stage develop a physical body over time, but can always revert back to their primordial state. The uninformed mistake voidcallers for some manner of undead, which is not surprising given their vampiric nature nor their bat-like humanoid appearance.Long, thick horns curl from the sides of their angular heads with upturned noises and a jaw that unhinges all the way back to just below those horns. Instead of fangs, though, voidcallers sport a lamprey-like hole still capable of producing speech. Their leathery wings connect flanks to underarms, and their concave abdomen tapers off into a pair of gangly, but powerful tail of rubbery flesh. Most often, voidcallers are encountered wearing humanoid disguises. Feindish souls, they build and command nefarious organizations including cults, criminal enterprises, necromance...