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Petty Colt Encounter




The petty colt is an aristocratic woman with the lower half of an equine, specifically a nightmare. While some might call her features lovely, the fey wears an expression of hostility even as she cavorts and dances with alien grace. The fey wears a gossamer skirt that does little to hide her black-haired legs and smoldering hooves as well as a buttonless buff coat of aged leather.

Petty Colt

Medium Fey, lawful evil

Armor Class 10

Hit Points 45 (7d8+14)

Speed 30ft

Str 14 Dex 11 Con 14 Int 10 Wis 10 Cha 13

Saving Throws Str +4

Skills Athletics +4, Performance +3

Damage Resistances lightning

Condition Immunities charmed, exhaustion

Senses darkvision 60ft, passive Perception 10

Languages common, sylvan

Challenge 1 (200 XP)

Crescendo.

If the petty colt hits a creature with both of its stomp attacks on its turn, the creature must succeed on a DC 12 Constitution save or be Incapacitated until the end of its next turn.

Restless Soul.

The petty coat must use its move action to move at least 15ft each turn.

Wily Foe.

The petty coat gains +2 AC against Opportunity Attacks.

Actions

Multiattack

The petty colt makes 2 stomp attacks as 1 action.

Stomp.

Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 6 (1d8 +2) bludgeoning damage.

Dance Card.

One creature that the petty colt can see within 30ft must succeed on a DC 11 Charisma saving throw. On a failed save the creature is drawn into the petty colt's orbit. For the next minute, the creature has disadvantage on attack rolls on creatures other than the petty colt, and must succeed on a DC 11 Charisma saving throw each time it attempts to move more than 30ft away from the petty colt. If it succeeds on this saving throw, this spell doesn't restrict the target's movement for this turn.


This effect ends if the petty colt ends its turn more than 30ft away from the target creature or if the petty colt targets a new creature with dance card.

Reactions

Step on Toes.

If a creature misses with a melee attack against the petty colt and is within 5ft, the petty colt may use its reaction to make a stomp attack against that creature.


The Red Pear Tree.


The encounter below is written as the second 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
Eleven petty colts dance throughout the room. They are careful not to get too close to a spiral staircase of blood-honeycomb in the center of the floor that leads down, nor do they careen toward two smaller staircases of polished bone that leads up on the east and west sides. Five frayed tapestries adorn the polished wood walls, each depicting a captured fey noble having a hand lopped off. A few small tables are scattered about the room. Mugs of fresh bloody-honey mead and stacks of blood-honey cakes sit atop them, while direfly hives suckle on their legs.


The eerie piping grows louder up above.


The Tapestries in Depth:


The hell-envoy wears a crimson shawl over his shoulder and a crown of nine points. The embroidery along the tapestry's edge reads (in sylvan) "Enslaved by vices he betrayed his betters for the sake of devils' favor."


The heaven-sent wears a pale blue pair of pants and a crown of seven points. The embroidery along the tapestry's edge reads (in sylvan) "Beguiled by the promise of paradise he forsake his people for ethereal pleasures."


The elemental-bound wears a leather harness and a crown of four points. The embroidery along the tapestry's edge reads (in sylvan) "In mastering the fundamental forces he became enslaved to them."


The arcane-fool wears a purple, ragged robe and a crown of eight points. The embroidery along the tapestry's edge reads (in sylvan) "He sought to bind the threads of magic but bargaining with mortals sealed his doom."


The death-tyrant wears a black cloak and a crown of three points. The embroidery along the tapestry's edge reads (in sylvan) "Like ancient despots, he sought godhood through conquering death. Like ancient despots, his success brought his ruination."


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


10 to 11 Petty Colts Remain - Appèl. All non-fey creatures within 5ft of a petty colt must succeed on a DC 12 Constitution save or be Stunned until the end of their next turn.


7 to 9 Petty Colts Remain - Partner Switch. A petty colt who currently has a creature on their Dance Card instantly switches position with another petty colt within 20ft who currently has a creature on their Dance Card.


4 to 6 Petty Colts Remain - Lunge. Each petty colt makes a free Shove action against a creature within 5ft.


1 to 3 Petty Colts Remain - Allegro. Each petty colt may make another two Stomp attacks this turn. .


Treasure:


The petty colts have 100 gold pieces worth of jewelry and coins spread among them. Each mug of blood-honey mead gives the imbiber Advantage on Fear based effects for the next hour. However, during the same time they have Disadvantage on Charm based effects.

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