Skip to main content

Coalwing Sentry Encounter




While this fey's bones continuously burn, it doesn't experience any pain. Its flesh is blackened with glowing cracks like those in a smoldering log. The toxic smoke drifts from its skin, hampering its foes. Glossy black eyes stare from behind a beaked nose and pale teeth gleam from a lipless mouth. Only the ember-formed silhouette of crest from the fey's back, but they are perfectly capable of carrying it aloft. While its self-immolating state is incapable of wearing clothes, the halberd it bears is enchanted to take draw in the unnatural heat and focus it within the weapon's white-hot edge.

Coalwing Sentry

Medium Fey, lawful evil

Armor Class 14

Hit Points 102 (12d8 + 48)

Speed 30ft

Flight 30ft

Str 16 Dex 18 Con 18 Int 8 Wis 16 Cha 16

Saving Throws Dex +7, Cha +6

Skills Insight +6, Perception +6

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities fire

Condition Immunities charmed, exhaustion

Sensesblindsight 10ft, darkvision 60ft, passive Perception 16

Languages common, sylvan

Challenge 5 (1800 XP)

Innate Spellcasting.

The coalwing sentry is a 11th level spellcaster with a spellcasting ability is Charisma (spell save DC 13, +5 spell attack modifier). The fey can innately cast the following spells, requiring no material components:

At Will: Fire Bolt, Flaming Sphere, Gaseous Form, Hellish Rebuke, See Invisibility

Smoldering Skin.

Any creature other than a coalwing sentry that starts its turn within 5 feet of the fey must succeed on a DC 13 Constitution saving throw or be Blinded and Poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the smoldering skin of all coal wing sentry's for 1 hour.

Actions

Halberd.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage plus 7 (2d6) fire damage.

Cinder Cloud.

(Recharge 6). The fey creates a 20-foot-radius sphere of burning centers centered on a point it can see within 60ft. The sphere spreads around corners, and its area is heavily obscured. When the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 7 (2d6) fire damage. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


The Red Pear Tree.


The encounter below is written as the ninth 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


On the south side of this smokey room sits a teleportation that takes its users further down the dungeon. There is a single, large window shuddered by inches of scorched iron in the walls made of living wood. It can be, and often is, barred from the inside. The window opens up into the thickest branches of the gigantic tree. In the center of the room is a tight, blind staircase leading to the room above.


Four coalwing sentries live on this floor and protect the final three levels above. There is sparse furniture for their comfort, just stone beds and a low-stone table. The charred remains of creatures the coalwing sentries have snatched up on their sorties and tortured for amusement and food are scattered about the room. The four fiends don't bother cleaning up the debris because it burns away to ash over time anyway. Due to this sadistic streak, the four guards will seek to capture invaders instead of outright kill them unless it very clearly too great a risk.


Lair Actions.


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


4 Coalwing Sentries Remain - Pyroclastic Exhale. Each coalwing sentry may expel a 15ft cone breath weapon of choking, toxic gas. All creatures other than a coalwing sentry within the area of effect must succeed on a DC 13 Constitution saving throw or be Blinded and Poisoned until the end of the creature's turn.


2 to 3 Coalwing Sentries Remain - Hooked Blade. Each coalwing that is not disarmed may make a free Shove action with its halberd against a creature within 10ft and has advantage on its roll.


1 Coalwing Sentry Remains - Fire Eater. The coalwing sentry regains a number of hit points equal to the total fire damage that it dealt last turn.


Treasure:


Among the burned remains of animals and humanoids tortured by the coalwing sentires one can search and find an ivory jar carved with strange animals the party has never seen worth up to 200 gold peices and an Ion Stone of Strength.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned