Skip to main content

The Witchgrinder




Suffer not the witch the live. This is the motto that the towering hunter clad in a black cloak and wide-brimmed hat lives by. No one is quite sure what bloodline of giants they came from, nor how they came across their strange abilities. All that really matters though, is the giant's utter hatred of warlocks, who it believes perverts the natural order of things by forging pacts with outsiders. There are many that feel the same and rally to the witchgrinder's cause. Most of those do not realize, however, that the giant grinds his victim's bones to make a special bread that provides him with his mage-hunting abilities.

The Witchgrinder

Large Giant, lawful evil

Armor Class 14 (breastplate)

Hit Points 112 (15d10 + 30)

Speed 30ft

Str 17 Dex 11 Con 15 Int 12 Wis 14 Cha 16

Saving Throws Con +5, Wis +5

Skills Arcana +4, Deception +9, Perception +5, Religion +4

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 15

Languages Common, Draconic, Giant

Challenge 7 (2,900 XP)

Innate Spellcasting.

The giants's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The giant can innately cast the following spells, requiring no material components:


At will: detect magic, thaumaturgy

3/day each: absorbed elements, identify

1/day each: counterspell, dispel magic, witchbolt

Mage Killer.

When a witchgrinder succeeds on a save against a spell or magical effect, they deal an additional 11(2d10) necrotic damage on their first successful attack against the creature that cast the spell or magical effect as long as that attack occurs in the next minute.

Magic Weapons.

The witchgrinder's weapon attacks are magical.

Magic Resistance.

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

Actions

Actions

Wizard Catcher.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6+3) blungeoning damage. The creature is grappled as well (escape DC 14). While grappled, the creature cannot cast spells or use magical abilities. The witchgrider cannot grapple more than 1 creature this way.

Change Shape.

The witchgriner magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. Its breastplate changes size as well. If the witchgrinder dies, it reverts to its true form, and its breastplate reverts to its normal size.

Reactions

Wrack.

After the witchgrinder kills a creature that can cast spells or has a magic-like ability, they can regain a daily use of counterspell or dispel magic.

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...