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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.

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