Skip to main content

Thrumming Scrapper Encounter




This fey's forearms have been replaced with a crude prosthetic frame housing an accordion like device of reinforced vellum. The device squeezes and thumps on the inside of the thrumming scrapper's palm at the rate the fey desires. In addition to mere percussion, the brawler uses the uncanny contraption to break bones with its punches. It's bald head and once-handsome face bears many scars and distortions from the numerous brawls it's started. The thrumming scrapper wears a simple leather cuirass and woolen kilt bound by teeth-studded cords.

Thrumming Scrapper

Medium Fey, lawful evil

Armor Class 12 (leather armor)

Hit Points 52 (7d8 + 21)

Speed 30ft

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

Saving Throws Str +5

Skills Performance +3

Damage Resistances lightning

Damage Immunities thunder

Condition Immunities charmed, exhaustion

Senses darkvision 60ft, passive Perception 10

Languages common, sylvan

Challenge 2 (450 XP)

Percussion.

If the thrumming scrapper hits a creature with both its slam attacks, the fey may use its bonus action to attempt to daze the target. The target creature must succeed on a DC 13 Constitution save or be Incapacitated until the end of their next turn. If the creature is dazed, the thrumming scrapper may then immediately make another slam attack against it.

Symbolic Crash.

If the thrumming scrapper is subject to thunder damage, it takes no damage but instead conjures a sylvan symbol in a space it can see within 30ft. The symbol inflicts 1 thunder damage to all creatures within 5ft of it for a number of turns equal to the thunder damage which spawned it. However, the sylvan symbol cannot activate any thrumming scrappers' symbolic crash ability.

Actions

Multiattack

The thrumming scrapper makes 2 slam attacks as one action.

Slam.

Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 10 (2d6+3) bludgeoning damage.

Pa rum pum pum pum (Recharge 6).

The thrumming scrapper unleashes a flurry of quick blows against a target within 5ft. The target must succeed on a DC 13 Dexterity save or take 18 (4d8) bludgeoning damage and be Incapacitated until the end of its next turn. On success, the target takes half-as-much damage and is not Incapacitated.




The Red Pear Tree.


The encounter below is written as the fourth 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
The majority of the room's ceiling and walls are dominated by a hole-riddled mass of blood-honeycombs and direfly nests. Sticky streams of the cloying, crimson honey oozes from the largest of these ruptures and form disgusting pools before draining into the a central staircase leading down. Nine thrumming scrappers rhythmically pulverize fallen chunks of blood-amber to be used in various crafts of the dark fey. There is no easily recognizable way to continue further up, but a simple Intelligence (Investigation) DC 12 check will reveal that some of the larger tunnels in the hive curve up to the next floor.


Lastly, a mummified hand dangles from the roof at the center point of the room. It wears a golden ring etched with three skulls.


Trap:


Brimstone-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 Fire Bolt 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 thrumming scrappers take a lair action to cause one of the following effects; the action taken depends on the number of thrumming scrappers remaining.


6 to 9 Thrumming Scrappers Remain - Drum Roll. Thrumming scrappers may place both hands against the floor and transmits a heavy beat into the ground. All creatures within 5ft of the thrumming scrapper must succeed on a DC 13 Strength save or be knocked prone.


4 to 8 Thrumming Scrappers Remain - Ground Pound. Thrumming scrappers may take a free Grapple action.


1 to 3 Thrumming Scrappers Remain - Keeping Time. Thrumming scrappers may take a free Dodge action.


Treasure:


None. The thrumming scrappers have no gifts to bring.

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...