Skip to main content

Waning Damselfly




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.


Encased beneath a horrific, mandibled mask of jewels and chitin, the dark fey weaves across the battlefield on a quartet of red-amber wings. Much like the helm she wears, the wings are glued directly to her bones by layers of blood honey and spikes of corroded iron. Still, these terrible accoutrements do not detract from the damselfly’s unearthly beauty but rather lend her a regal appearance. The fey wears a flowing gown of Gossamurder silk which barely clings to her contours yet never falls away.


Bane Keeper. The waning host relies on a variety of feywild born beasts, mostly insects, to supplement its forces when it goes to war. While the waning damselfly is not an appointed shepherd of these horrors persay, they have taken an oath to live among the accursed animals and when the war horn sounds, muster them for battle. As such, the dark fey’s face is forever covered by a jewel-encrusted mask complete with razor sharp mandibles and fused to a pair of blood-amber wings. While the damselfly does not lose its noble nature, she takes on many of the attributes of her charges, including unnatural appetites.


Waning Damselfly

medium fey, lawful evil

Armor Class 16 (studded leather)

Hit Points 91 (14d8 + 28)

Speed 30ft

Fly 40ft (hover)

Str 12 Dex 18 Con 15 Int 13 Wis 13 Cha 17

Saving Throws Wis+4, Char +6

SkillsDeception +6, Persuasion +6

Condition Immunities poisoned

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

Senses darkvision 120ft, passive Perception 11.

Languages common, sylvan

Challenge 6 (2300 XP)

Clinging Motes.

Any other creature that begins within 15ft of the waning damselfly is outlined shimmering dust if it fails a DC 14 Dexterity saving throw. Until the end of their next turn affected creatures shed dim light in a 10-foot radius.


Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Amphibious.

The fey can breathe air and water.

Flyby.

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

Innate Spellcasting.

Innate Spellcasting. The fey's innate spellcasting ability is Charisma (spell save DC 14, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components::


At will: Color Spray, Vicious Mockery

3/day each: Charm Person, Hypnotic Pattern

Magic Resistance.

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

Actions

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage plus 5 (1d10) poison damage. In addition, if the target is a creature it must succeed on a DC 13 Constitution save at the start of its next turn or take an additional 5 (1d10) poison damage.

Reations

Feeding Frenzy.

If the waning damselfly makes a critical hit, it may use its reaction to inspire savagery in all friendly beasts within 30ft. All affected beasts may immediately make a single attack. However, all beasts that do lose hit points equal to their Hit Dice for doing so.

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 ...