Skip to main content

Waning Cornucopia




Nobles of the Waning Court - The beauty of ripe fruit blended with the breach within autumn’s long shadows, every noble of the waning court is a vision to behold. Black, pupilless eyes dominate their fine-boned faces while sharp teeth lurk behind plush lips. The faeries’ ears are pointed like an elf’s, but slightly shorter. This is due to the antelope-like horns spiraling from their temples, the base of which are riddled with red-stained honeycombs. Waning court nobles wear their hair long, often braided with bones and sticks, and is a color of fall leaves. Their skin tone can best be described as bloodless. Commonly, these fey wear leathers cured of eldritch animals, cloaks made from a nightmare or displacer beast pelts, black iron plates, and amber adornments with petrified insects within. Most find their mien more savage than aristocratic. Stray direflies are their constant companions, always buzzing cryptic prophecies as they crawl about.


Wading onto the field of battle without armor, the waning cornucopia wears a billowing, silky robe instead that clings to its sharp angles and withered curves. The dark fey appears to be afflicted with acute malnutrition, including a grotesque, distended stomach. It carries a twisting horn similar in look to those atop its head, but three times in size. This honey-combed artifact lends the waning fey its name, though it overflows with blood-honey, rotting vegetables, and viscera instead of bounty. The waning cornucopia also wears a pair of knee-high sandals tied by braids of hair and shards of bone.


Harvester of Sorrow. The waning cornucopia epitomizes the waning court’s influence on the material plane. They are a force that reaps and rots, but never sews. Instead, they ruin the health and lives of mortals and glut themselves on the misery. This dark fey directly converts the blood and tears of the waning host’s victims into a foul feast and unholy healing magic to keep said host going. As a whole, they foster an intense rivalry with the Waning Gristles over which better cares for the wounds of its fellow waning nobles.


Waning Cornucopia

medium fey, lawful evil

Armor Class 19 (Fey Aura)

Hit Points 112 (15d8 + 45)

Speed 30ft

Str 12 Dex 18 Con 17 Int 13 Wis 16 Cha 20

Saving Throws Con +7, Wis +7

Skills Medicine +7, Nature +5

Condition Immunities exhaustion, poisoned, restrained

Damage Resistances lightning, thunder, bludgeoning, piercing, slashing from non-magical weapons that aren’t silvered.

Damage Immunities poison

Senses darkvision 120ft, tremorsense 10ft, passive Perception 13.

Languages common, sylvan

Challenge 9 (5000 XP)

Blood Bounty.

Whenever a creature that is not a construct or undead is reduced to 0 hit points within 30ft of the waning cornucopia, it regains its ability to cast Healing Spirit. In addition, if the waning cornucopia casts Healing Spirit by the end of its next turn and chooses a point within 5ft of the creature reduced to 0 hit points, that Healing Spirit spell does not require Concentration and lasts for a number of turns equal that creature's Hit Dice.

Fey Aura.

As long as it is not incapacitated, the waning cornucopia adds its Charisma bonus to its Armor Class

Innate Spellcasting.

The waning cornucopia's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


At will: Bonfire, Detect Poison and Disease, Entangle, Thunderclap

3/day each: Spike Growth, Speak with Plants

1/day each: Healing Spirit (cast at 4th level), Heroes Feast

Magic Resistance.

The fey has advantage on saving throws against spells and other magical effects.

Actions

Horn of Misery.

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 5 ft., one target. Hit: 8 (1d8+4) piercing damage and 12(3d6) poison damage. In addition, of the target is a creature it must succeed on a DC 15 Constitution save or contract Harvest Rot.

Horn of Gore (Recharge 5-6).

The waning cornucopia ejects a 20ft cone of blood-honey and gore from its Horn of Misery. All creatures within the area of effect must succeed on a DC 15 Dexterity save or take 28 (8d6) poison damage and become poisoned and restrained for the next minute.


At the end of each of its turns, an affected creature may use its Action to attempt to break free from the muck with a DC 15 Strength save. On success, the creature loses both the poisoned and restrained condition. Another creature may attempt to pull an affected creature free by using its action and succeeding on a DC 15 Strength Save.

Horn of Hunger (Recharge 6).

The waning cornucopia sucks in all gore and life-force within a 20ft cone using its Horn of Misery. All dying creatures within the area of effect that are not constructs or undead automatically fail their next death saving throw. The waning cornucopia regains a number of hit points equal to the total hit dice of all such creatures affected.

Optional Rule: Harvest Rot. The character has Disadvantage on Dexterity checks and Dexterity saves due to painful buboes covering on their body. Also, any successful attack against the victim deals an additional 2 (1d4) necrotic damage as it also bursts buboes. A creature who dies while infected with Harvest Rot rises the following morning as a Bubonic Drifter. A creature may repeat the Constitution save each day, success ending the disease.

Optional Rule: Horn of Sorrowful Bounty. Once the waning cornucopia is slain, a creature may attune to its Horn of Misery and turn it into a Horn of Sorrowful Bounty. Once per long rest, the creature may spend any number of its Hit Dice and then cast Heroes Feast using the Horn of Sorrowful Bounty. Up to a number of creatures other than the caster may partake in the feast equal to the humber of Hit Dice spent instead of the 12 creautres normally allowed by the spell. In addition, the feasting creatures also gain Advantage against all spells and magical abilities used by fey creatures for the duration of the Heroes Feast effect.

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 ...