Skip to main content

Marrowborn Minion: Pawn




This undead terror usually moves on all fours despite its bipedal frame. Its skull is cone shaped, ending in a singular, fleshy node at its zenith which contains a collection of alien sensory nerves. While covered with geometric patterns, the creature's head is otherwise featureless. Its shoulder blades flare out like spongy fins, as does its pelvis. These flexible bones allow it to switch from walking on four legs to two and then back again with ease. The marrowborn pawn's ribcage is covered with a regal filagree of tendons that reminds one of a doublet. It also keeps the monster's collection of putrid organs in place.


Pitter Patter of Little Bones. The marrowborn pawn's potency stems from two behaviors. It is an ambush predator and rarely attacks alone. The undead thing's fingers and toes are twice as long one might expect and number six on each extremity instead of five. These thin claws are enveloped in sound-dampening mucous. While it leaves noxious drops everywhere that usually doesn't matter, because it's rare that someone hears the pawn coming. Even when some of the slime drips down onto a victim's face, by the time they look up its' already too late. The marrowborn empress' brood can easily and silently wipe out a village in a matter of hours.



Marrowborn Pawn

Large undead, lawful evil

Armor Class 13

Hit Points 36 (8d8)

Speed 30ft

Climb 30ft

Str 13 Dex 17 Con 11 Int 2 Wis 12 Cha 7

Skills Stealth +5

Damage Immunities poison

Condition Immunities blinded, frightened, poisoned

Senses blindsight 30ft., darkvision 60ft, passive Perception 11

Languages -

Challenge 2 (450)

Ambusher.

In the first round of a combat, the marrowborn pawn has advantage on attack rolls against any creature it surprised.

Pack Tactics.

The marrowborn pawn has advantage on an attack roll against a creature if at least one of the aberration's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Pounce.

If the marrowborn pawn moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the marrowborn empress can make one whip tongue attack against it as a bonus action.

Surprise Attack.

If the marrowborn pawn surprises a creature and hits it with an Attack during the first round of Combat, the target takes an extra 7 (2d6) damage from the Attack.

Actions

Multiattack

The marrowborn pawn makes two claw attacks as one action.

Claw.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.

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