Skip to main content

Teeter Toff Encounter




Bound by crowns of blood-red honeycomb, the deposed fey lord bears finery worn to rags and a souls to match. His circlet digs deep into lacerated skull. The adornment forces the teeter toff to move unceasingly. Exhaustion has drawn his once-beautiful features hollow and his blood-shot eyes hold a unfathomablke ennui. His hair is a matted mess instead of a brilliant mane. The soles of his boots wore thin long ago and he leaves bloody footprints wherever he leaps.

Teeter Toff

Medium Fey, lawful evil

Armor Class 13

Hit Points 44 (8d8+8)

Speed 30ft

Str 10 Dex 16 Con 12 Int 10 Wis 10 Cha 12

Saving Throws Dex +5

Skills Acrobatics +7

Damage Resistances thunder

Condition Immunities charmed, exhaustion

Senses darkvision 60ft, passive Perception 10

Languages common, sylvan

Challenge 1 (200 XP)

Leaper.

The teeter toff can standing long jump up to 25ft and standing high jump up to 15ft.

Restless Soul.

The teeter toff must use its move action to move at least 15ft each turn.

Topple.

If the teeter toffer hits a creature with both its slam attacks, the fey may use its bonus action to attempt to trip the target. The target creature must succeed on a DC 13 Dexterity save or be knocked Prone. If the creature is knocked Prone, the teeter toff may then immediately make another slam attack against it.

Wily Foe.

The teeter toff gains +2 AC against Opportunity Attacks.

Actions

Multiattack

The teeter toff makes two slam attacks as one action.

Slam.

Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 6 (1d6 +3) bludgeoning damage.


The Red Pear Tree.


The encounter below is written as the first 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
Twelve Teeter Toffs leap about a central, spiral staircase of blood-honey amber. Among their whirling forms stray direflies flit to and fro, mocking these once-great nobles who have fallen so very low. Twelve unused chairs line the pitted wooden walls. Each is covered in a thick lair of dust, save one. Who might have used the furniture recently is not clear. However, they left a hand behind. Gripping the ancient, oak arm the shriveled extremity bears a golden ring etched with nine skulls.(See Trap, below)


Worn carpet covers the floor of this dungeon level, stained with countless bloody footprints left behind by the teeter toffs. The only exit besides a double-door entrance into the room is the aforementioned staircase that leads to the next level above. Haunting piping drifts from somewhere further up the structure.


Trap:


Wraith-Ring Hand.


Removing the hand activates a necromantic trap on it (DC 15 to detect, cannot be removed save by Dispel Magic or Remove Curse.) 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 turn. The hand attacks a random creature within 30ft with the Chill Touch 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 teeter toffs take a lair action to cause one of the following effects; the action taken depends on the number of teeter toffs remaining.


10 to 12 Teeter Toffs Remain - Prancing. Each teeter toff makes a free Dash actions.


7 to 9 Teeter Toffs Remain - Linking Hands. Each teeter toff has Advantage on its Attack rolls until end of their turn if there is an ally that is not incapacitated within 5ft.


4 to 6 Teeter Toffs Remain - Cartwheeling. Each teeter toff may us their action to move 15ft in a straight line, even through hostile creatures. Each enemy creature in the area of effect must succeed on a DC 13 Dexterity save or suffer 10 (3d6) bludgeoning damage and be knocked Prone. On success, a creature takes know damage and is not knocked prone.


1 to 3 Teeter Toff Remain - Last Legs. Each teeter toff gains 1d6 temporary hit points.


Treasure:


The teeter toffs have tarnished and battered jewelry worth 75 gold spread among them. In addition, one has an intact pair of boots that serve as boots of striding and springing except that the creature is also cursed. Whenever a cursed creature is in combat it must move its full movement on its turn or it has Disadvantage of all Attack rolls until the end of its next turn.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...