Steampunk Compendium Volume 2 What Lurks in Shadows - The Homebrewery

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Carrow
Carrows are the deformed kin of the graveborn ghouls that
haunt so many crypts in these dark times. Although their
exact origins are unknown, many believe they are the souls of
twisted and cruel humans come back from the Abyss to
spread misery and suffering. Their bodies are twisted into a
strange mockery of a loyal dog and they feast on the flesh of
the innocent dead. These curse hounds seem to take great
pleasure in tormenting the living by desecrating the remains
of their loved ones. More powerful undead sometimes use
carrow packs as bloodhounds and guard dogs.

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Accursed Dread Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one willing creature, or a creature that is grappled by
Knight the knight, incapacitated, or restrained. Hit: 6 (1d6 +
3) piercing damage plus 7 (2d6) necrotic damage.
Medium monstrosity, neutral evil
The target's hit point maximum is reduced by an
Armor Class 18 (full plate) amount equal to the necrotic damage taken, and the
Hit Points 77 (11d8 + 22) knight regains hit points equal to that amount. The
Speed 30 ft. reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 11 (+0) Reactions
Uncanny Dodge. When an attacker the knight can
Saving Throws Str +6, Con +5 see hits it with an attack, the knight can halve the
Skills Athletics +7, Perception +3, Stealth +6 damage against it.
Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 10
Languages Abyssal
Challenge 5 (1,800 XP)

Bonded Mount. The knight is magically bound to a


beast as in the find steed spell. While mounted on
this beast, the knight gains the beast’s senses and
can't be knocked off the mount while conscious. The
bonded mount obeys the knight’s commands. If its
mount dies, the knight can train a new beast to serve
as its bonded mount, a process requiring a month.
Vicious Strike. The knight deals an extra 7 (2d6)
damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the
target is within 5 feet of an ally of the knight that
isn’t incapacitated and the knight doesn’t have
disadvantage on the attack roll. This bonus damage
doesn't apply to its bite attack.
Regeneration. The knight regains 10 hit points at
the start of its turn if it has at least 1 hit point and
isn't in sunlight or running water. If the knight takes
radiant damage or damage from holy water, this trait
doesn't function at the start of the knight's next
turn.
Spider Climb. The knight can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.

Actions
Multiattack. The knight makes two attacks. It
cannot make two bite attacks in a single action.
Greatsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 9 (1d12 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage.
Instead of dealing damage, the knight can grapple
the target (escape DC 13).

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Mechanical Assassin
Mechanical Standing at an impressive 7 feet, these inhuman creatures of

Assassin flesh and machine were the result of experimentation that


went horribly wrong. Vicious and brutal murderers were
Medium humanoid, neutral evil taken from prisons and painfully fused with machinery, all
with the goal of creating a perfect assassin. The test subjects
Armor Class 16 (composite plating) lost their minds and conscience, reverting to almost
Hit Points 71 (11d8 + 22) animalistic hunting tendencies, ready to go on a rampage at
Speed 40ft. the slightest provocation.
Their sole purpose now is murder, death, and torture, and
STR DEX CON INT WIS CHA they will move unyieldingly and unflinchingly to carry out this
purpose.
16 (+3) 21 (+5) 14 (+2) 12 (+1) 14 (+2) 11 (+0)

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Skills Acrobatics +6, Athletics +3, Deception +3,

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