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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.

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