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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.

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