Skip to main content

Knife Fifer Encounter




Playing a flute fashion from a hollow thigh bone, this dark fey sways along to the dirge produced. So too does a floating dagger fashioned from the once attached fibula. The knife fifer's ears come to sharp points amid a crown of wild, auburn locks barely stuffed under a woolen cap. Their torso is bare and cadaverous, inked with notes and runes. While its feet are also bare, the knife fifer does wear a kilt fashioned from funeral shrouds and scalps.

Knife Fifer

Medium Fey, lawful evil

Armor Class 14

Hit Points 39 (6d8+12)

Speed 30ft

Str 12 Dex 18 Con 14 Int 10 Wis 8 Cha 16

Saving Throws Char +5

Skills Performance +5

Damage Immunities thunder

Damage Resistances lightning

Condition Immunities charmed, exhaustion

Senses darkvision 60ft, passive Perception 9

Languages common, sylvan

Challenge 2 (450 XP)

Cutting Chords.

Whenever a creature fails a save against a spell the knife fifer cast it takes an additional 1 Thunder damage. This damage does not break Charm. This damage also occurs whenever a creature saves at the end of its turn against a spell effect originating from the knife fifer.

Innate Spellcasting.

The fey's innate Spellcasting Ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following Spells, requiring no material components:

At Will: Dancing Lights, Message, Thunderclap

1/day each: Bane, Charm Person, Dissonant Whispers, Healing Word, Tasha's Hideous Laughter

3/day each: Cloud of Daggers

Stalwart Song.

The knife fifer has advantage on saves against silence effects

Actions

Multiattack

The knife fifer makes 3 dancing dagger attacks as one action.

Dancing Dagger.

Melee Weapon Attack: +5 to hit, reach 15ft, one target. Hit: 5 (1d4+3) piercing damage. Reaction

Reactions

Thunderous Rebuke.

When the knife fifer has one of its spells countered or dispelled by a creature it can see within 60ft it may use its reaction to assail the creature with a cloud of sonic stilettos. The creature must succeed on a DC 13 Dexterity save or take 11 (2d10) thunder damage.


The Red Pear Tree.


The encounter below is written as the third 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
On the east and west edges of the room are polished-bone staircases that lead down. In the middle of the room is a spiral staircase of blood-honeycombs that leads up. A constant beat reverberates from the floor above and harmonizes with the tune the ten knife fifers are playing on their grisly pipes. Chair-sized chunks of blood honey amber are arranged haphazardly about the room and the fey musicians perch atop them. Many partial humanoid corpses are trapped within the amber while fresher cadaver scraps and tattered sheet music litter the floor.


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


7 to 10 Knife Fifers Remain - Sharp Note. A knife fifer may move the location of a cloud of daggers it cast to any point it can see within 30ft..


4 to 7 Knife Fifers Remain - Flat Note. A knife fifer may force a creature it can see within 10ft to make a DC 13 Dexterity save or takes 11 (2d10) thunder damage.


1 to 3 Knife Fifers Remain - Dance Macabre. A knife fifer may case the animate dead spell that does not require a material component and may effect small or medium fey and humanoids. Otherwise the spell functions as normal.


Treasure:


Each knife fifer's pipe can be used as a necromatic focus. With a successful Performance (pipe) check DC 12 the pipe adds +1 DC to a necromantic spell the user casts that round. The pipe them crumbles to dust.

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...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...

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 ...