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

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...