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Fickle Factotum Encounter




Many might underestimate the slim fey as she is armed only with a broom. That is, until the notice the broom's handle is fashioned from bones and its bristles from humanoid hair. The fickle factotum wears a simple brown dress and thick clogs made from a deadwood. Her fingers have two extra knuckles. The fey's face is a picture of youthful beauty surrounded by a halo of copper hair. However, her empty eye sockets ooze viscous, red tears.

Fickle Factotum

Medium Fey, lawful evil

Armor Class 15 (natural armor)

Hit Points 84 (13d8 + 26)

Speed 30ft

Str 14 Dex 16 Con 14 Int 12 Wis 12 Cha 16

Saving Throws Cha +5

Skills Investigation +3, Perception +3

Damage Resistances lightning

Damage Immunities thunder

Condition Immunities charmed, exhaustion

Senses blindsight 30ft (blind beyond), passive Perception 13

Languages common, sylvan

Challenge 3 (700 XP)

Death Burst.

When the fey dies, it explodes in a burst of agony. Each non-fey creature within 5 ft. of it must make a DC 13 Wisdom saving throw, taking 13 (4d6) psychic damage on a failed save and is cursed. For the next minute, whenever a cursed creature makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. Remove Curse automatically stops the curse. On a successful saving throw, the creature takes no damage and is not cursed.

Doom Bringer.

Whenever a non-fey creature makes a death save within 10ft of the fickle factotum they roll two dice and take the lower result. If this causes a non-fey creature to die the fickle factotum is reduced to 0 hit points.

Actions

Multiattack

The fickle factotum makes 2 broom attacks as one action.

Broom.

Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d8+3) bludgeoning damage. In addition, if the target is a creature it must succeed on a DC 13 Strength save or be pushed 10ft in a straight line away from the fey. If the creature enters the square of another creature or object of its size or larger it also falls Prone.​

Clean Sweep (Recharge 6).

The fickle factotum swipes its broom through the air and creatures a 10ft of concussive force. All creatures in the area of effect must succeed on a DC 13 Dexterity save or take 10 (3d6) bludgeoning damage and be knocked Prone. On success, a creature takes no damage and is not knocked prone.




The Red Pear Tree.


The encounter below is written as the fifth floor of a dungeon within a towering, direfly infested tree bearing vile, red fruit the size of boulders. This is written as a Waning Princes scenario. This is written as a hard to dangerous encounter for level 10-11 player characters.


Encounter
To enter the room from below. once must crawl through twisting tunnels of an active, massive direfly honeycomb. The unpleasant experience coats a character in viscous, cloying that reduces their speed by 5ft until they and their equipment are thoroughly cleaned. In addition, the characters’ psyche is assaulted by the whispered maledictions of countless direflies and upon exiting they must succeed on a DC 12 Charisma save or suffer Disadvantage on Attack rolls and Ability Checks for the next minute. At the end of each turn an affected character may repeat this save with the effect ending on success.


Eight fickle factotum tend to four pools of ever-warm blood honey atop the floor mostly made from the honeycomb below. They keep the area free of contaminates to ensure the blood honey’s purity. At the center point between the four pools is a mummified hand wearing a golden ring etched with four skulls. Two tables are paired with madcap pumps the fickle factotum use to fill clay bottles with the crimson goo before setting said bottles into deadwood crates for shipment. The walls of the room are riddled with scarlet veins as The Red Pear Tree draws from these same pools to produce its profane fruit. There are three bay windows with knotty balconies which are hidden from outside view via illusionary magic. However, one can see them plainly from within. Each balcony contains a few crates as well as a rarely used ladders made from woven hair.


Trap:


Rime-Ring Hand.


Removing the hand activates a necromantic trap on it. The hand will float in the same square as the character that removed it who is now cursed. Whenever the cursed creature attacks another creature the hand lashes out at the end of the cursed character's turns. The hand attacks a random creature within 30ft with the Ray of Frost spell. The hand has a +6 to hit with this spell attack and inflicts damage as if it was same character level as the cursed character it is attached to. Once activated the hand can only be destroyed by casting remove curse on the cursed character it is attached to.


Lair Actions.


On initiative count 20 (losing initiative ties), the assembled fickle factotum take a lair action to cause one of the following effects; the action taken depends on the number of fickle factotums remaining.


6 to 8 Fickle Factotum Remain - Honey Trap. Each fickle factotum may direct a spout of blood honey a pool to cover a creature they see within 10ft of that pool. The creature must succeed and a DC 13 Dexterity save or be utterly soaked in the stuff and be blinded until the end of their next turn. In addition, the creature’s speed is reduced by 5ft until they and their equipment are thoroughly cleaned. (This stacks with those already coated from crawling into the room for a total reduction of 10ft). On success, the creature is not blinded and their speed is not reduced.


3 to 5 Fickle Factotum Remain – Evil Eyes. Each fickle factotum summons their missing eyes to harry a creature they can see within 30ft. Attacks made by a fickle factotum against harried creatures have Advantage until the Initiative count 20 next turn. If a fickle factotum is blinded they cannot use this lair action.


1 to 2 Fickle Factotum Remain – The Swarm. Each fickle factotum summons a temporary swarm of direflies to attack an enemy they can see within 30ft. The creature must succeed on a DC 11 Charisma Saving throw or take 10(3d6) psychic damage and having disadvantage on all attack rolls and ability checks until the end of its next turn. On success, the creature takes half damage and does not have disadvantage.


Treasure:


None.

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