Skip to main content

Tourterelle Encounter




While endowed with lovely contours, the tourterelle's heart is as ugly as it comes. Her true nature shines through a pair of hate-filled eyes watching from behind a flat mask layered with white feathers. The fey holds nothing but contempt for those uglier than she, and nothing but envy for those more beautiful. A pale braid cascades down her shapely back and small wings rise from the rounds of her bare shoulders. These extremities shouldn't carry the tourterelle aloft, but the fair folk care little for natural law. The fey wears half-bust corset brocaded with blood-honey amber and a flowing golden skirt to match. In combat she moves like a dancer, hems flaring, and enchanted punching daggers perforating her victim.

Tourterelle

Medium Fey, lawful evil

Armor Class 19

Hit Points 93 (11d8 + 44)

Speed 30ft

Flight 30ft

Str 14 Dex 18 Con 18 Int 11 Wis 11 Cha 20

Saving ThrowsDex +7, Con +7

Skills Athletics +5, Stealth +7

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

Condition Immunities charmed, exhaustion

Sensesdarkvision 120ft, passive Perception 10

Languages common, sylvan

Challenge 8 (3900 XP)

Bewitching Beauty.

The AC of the tourterelle includes its Charisma bonus.

Cunning Action.

The fey may use its Bonus Action to Dash, Disengage, or Hide action.

Flyby.

The tourterelle doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Sneak Attack (1/Turn).

The tourterelle deals an extra 14(4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the tourterelle that isn't incapacitated and the tourterelle doesn't have disadvantage on the attack roll.

Actions

Multiattack.

The tourterelle makes two punch dagger attacks as one action.

Punch Dagger.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage, and 7 (2d6) lightning damage.

Dove's Cry (Recharge 6).

The fey lets out a pacifying cry with a radius of 20ft. All creatures that are not tourterelles within the area of effect must succeed on a DC 16 Charisma save or be stunned until the end of their next turn.


The Red Pear Tree.


The encounter below is written as the eleventh 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


Hazy with cloying incense and beguiling perfume, this room is stuffed to the ceiling with articles of comfort. Piles of feather pillows are scattered throughout a maze of settees, silk screens, wardrobes, and the like. One will stumble upon bottles of elvish wine and stacks of dessert pastries as they navigate the luxurious morass. The haphazard nature of the decadence makes it too easy to get lost and separated, which is what the two tourterelle's who dwell in it want. Too make matters worse the wench-powered lift that allows access from below is only big enough for two medium humanoids. This limits the number of intruders who enter the fey's domain to two at a time. The tourterelle's will always capitalize on this, and string out the combat throughout the maze. It does take some time, but eventually one can find a tight, blind staircase that leaves to the final level of the dungeon above.


Lair Actions.


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


2 Tourterelles Remain - Abduction. Both Tourterelles fly up to 15ft and make a Grapple attack against the same creature as long as the creature is Large sized or smaller. If both fey succeed they may Move the Grapple Creature up to their full speed as long as they move together


1 Tourterelle Remains - Pacifying Flurry The tourterelle lashes out with a storm of arcane feathers with a radius of 10ft. All creatures in the area of effect, except the tourterelle, must succeed on a DC 16 Constitution save or be Incapacitated until the end of their next turn. If a creature fails this save by 5 or more they are Stunned until the end of their next turn instead.


Treasure:


A fine assortment of wine, exotic desserts and perfumes can be scavenged from this room.

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 ...