Forlorn Mother, Gnawing Father - RSP Encounter in Ghosts of Saltmarsh | World Anvil

Forlorn Mother, Gnawing Father - RSP Encounter

 

Overview

  There are three different ways the PCs can engage with this encounter:
 
  1. Forlorn Mother: In this encounter, the PCs come across a distraught mother, Griselda, weeping over the abduction of her newborn child by the hideous crone, Hassani. Her husband, Tranek, has already left to track down Hassani.
  2. Gnawing Father: The PCs encounter Tranek, Griselda’s husband as he searches for his newborn child abducted by the hideous crone, Hassani. Tranek is a psychopathic cannibal, driven from civil society into the depths of the swamp. He is deeply in love with the green hag Griselda, and plans to raise their monstrous children to share their degenerate appetites.
  3. Resolute Crone: Hassai’s lair is filled with slain and reincarnated children. The PCs walk in on her as she is performing a ritual on Hassani's newborn child.
  4. Twice-Slain Son: Muanani is one of Hassani’s adoptive reincarnated children who has become a renowned knight. The PCs can encounter Muanani anywhere in the swamp or at Hassani’s camp.
 

Forlorn Mother

A small wooden cottage, its chimney smoking idly, nestles ahead on a small rise above the swamp’s waters. The air is pierced by wracking sobs of agony and grief.
The sobbing emanates from the new mother Griselda, a black-hearted green hag, who lies helplessly in the cottage having delivered a monstrous child only a few minutes before. Griselda is under the effects of alter self and appears as a human woman in her late twenties, exhausted and overwhelmed by her ordeal.  

Area Features

  • Cottage
    • Outer Room (Kitchen/Living Area): This room has a wooden table and two chairs, and is heated by a spluttering fire, on which sits a cauldron of boiling water.
    • Inner Room (Bedroom/Bathroom): This room has a bed and a newly constructed wooden cot, complete with tiny sets of unworn clothes. A DC 25 Perception check reveals a shallow bonepit filled with humanoid bones just outside the bedroom window – the gnawed remains of Griselda’s and Tranek’s many victims.
  • Bogs: Shallow bogs surround the cottage in a ring 50 feet away from the building. It costs 2 squares of movement to move into a square with a shallow bog; the DC of Acrobatics checks in such a square increases by 2. Bogs increase the DC of Stealth checks by 2.
 

What's Going On Here?

During childbirth, Hassani the witch surprised the couple, cast sleep on Tranek (a psychopathic cannibal and the child’s father), and abducted the newborn. Griselda, honestly distraught at the loss of her child, begins the encounter unfriendly to the PCs, but the PCs can use Diplomacy to improve her attitude. The notes below list the information revealed by Griselda and the DC to further improve her mood.  

Griselda

Griselda is a ravening monster, snatching and eating travelers which pass by her cottage. The only exception is her cannibalistic husband Tranek, who has formed an unnatural love for the green hag, which is very much requited, as evidenced by her subsequent pregnancy. Background: Griselda has spent her life wandering the swamps, luring and dragging travelers to their dooms. It was lust at first sight when she met a bloody-mouthed Tranek hunkered over the fresh corpse of a halfling traveler.   The green hag is merciless and cruel, enjoying the suffering of her victims like a well-aired goblet of fine wine. She has quite enjoyed having someone to share her grisly plans and more with. Griselda honestly loves her newborn child and will look after it lovingly if it is returned to her. This, however, entails teaching it to be just like her parents.  
  • Mannerisms: Griselda unconsciously licks her lips when talking to delicious-looking humanoid morsels.
  • Distinguishing Features: Among other numerous blights, the green hag’s natural form is covered head-to-toe with thumb-sized yellow pustules.
Griselda Stat Block

Griselda (Green Hag)

CR: 3 (700XP)

Medium fey, neutral evil
Armor Class: 17 (Natural Armour)
Hit Points: 82 11D8+33
Speed: 30 ft

STR

18 +4

DEX

12 +1

CON

16 +3

INT

13 +1

WIS

14 +2

CHA

14 +2

Skills: Arcana +3, Deception +4, Perception +4 & Stealth +3.
Senses: Darkvision 60ft and Passive Perception 14
Languages: Common, Draconic, Sylvan
Challenge Rating: 3 (700XP)

At will: The hag’s innate spellcasting ability is charisma (spell save DC 12). She can innately cast the following spells, requiring no material components.   Dancing Lights: (Cantrip, Casting Time: 1 Action, Range: 120 ft, Components: V,C, M, Duration: 1 Minute (C) You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.   Minor Illusion: (Cantrip, Casting Time: 1 Action, Range: 30 ft, Components: S, M -a bit of fleece, Duration: 1 Minute   You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.   Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level 2d4 , 11th level 3d4 , and 17th level 4d4 .


Amphibious: The Hag can breathe air and water   Mimicry: The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 wisdom (insight) check.

Actions

Claws: Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 Slashing Damage   Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 intelligence (investigation) check to discern that the hag is disguised.   Invisible Passage: The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment that she wears or carries is invisible with her.   Greater Dirty Trick: You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1d4 round(s), pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round.
Removing the condition requires the target to spend a standard action. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened.

Description

The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.   Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations.  

Tactics

Griselda alternates her turns between using invisibility and clawing her enemies, targeting spellcasters first. If forewarned of battle, she applies her poison and casts invisibility and waits in ambush. Griselda uses Greater Dirty Trick to blind enemies


Encounter Guide

If the PCs render Griselda hostile (by failing the check to move her from unfriendly to indifferent by 5 or more) she attacks. Any attempt to intimidate Griselda automatically fails and renders her hostile. Sense Motive is of little help here, as Griselda is honest in her grief. The PCs may make a Perception check against Griselda’s enhanced Disguise modifier of +29 to reveal her true nature.  
  • Unfriendly (DC 23): Griselda continues to scream in horror at the loss of her baby and demands the PCs leave.
  • Indifferent (DC 18): Griselda shrieks “The witch stole by baby! Get her back! Get her back! Oh, my sweet child.”
  • Friendly (DC 13): Griselda groans at the PCs “Hassani took her. Please help us.” She then explains that Hassani is an evil witch living deep in the swamps who steals children. She also explains that her husband, Tranek, has already plunged into the swamp to retrieve their child.
  • Helpful (DC 3): Griselda fully explains their version of events to the PCs, imploring them to search out Hassani and to bring back her little baby girl.
 

Development

Griselda is exhausted when the PCs first encounter her. She recovers normally from her ordeal (fatigued after one hour; rested after eight hours) if the PCs leave the cottage and subsequently return. If the PCs return her child, she is overjoyed – a state which lasts about a minute before she considers whether to make them her next meal. Ultimately, however, she bestows her mercy upon them. If returned, the child is safe in her hands, but almost certainly grows up to be a monster in her own right. If the PCs refuse to help her recover her baby, she flies into a boiling rage and attacks.

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Gnawing Father

Here, a bare-chested human man is swiftly hewing down a twisted mangrove with a shining axe. Each heavy blow retorts like a peal of thunder before echoing like a ghost in the mists.

Area Features

  • Bogs: Shallow bogs surround the cottage in a ring 50 feet away from the building. It costs 2 squares of movement to move into a square with a shallow bog; the DC of Acrobatics checks in such a square increases by 2. Bogs increase the DC of Stealth checks by 2.
  • Heavy Undergrowth: Dense thorn bushes and other tangled growths make movement through these areas difficult. It costs 4 squares of movement to enter such a square. It is impossible to run and charge through heavy undergrowth. Characters in heavy undergrowth gain concealment (30% miss chance) and a +5 circumstance bonus on Stealth checks.
  • Light Mist: A light mist blankets the swamp. Creatures 20 feet away have concealment.
 

Tranek

Tranek is not a fool, and is reluctant to attack a small band of well-armed adventurers. He hails the party when he spots them, and offers them a share of his meagre supplies.  
  • BackgroundTranek fled the squalid city of his birth soon after his first taste of human flesh at the age of twelve. He has subsisted in the swamps ever since.
  • Personality: Tranek is surly, violent and unrepentantly malevolent. He, however, loves Griselda and his child unconditionally.
  • Mannerism: Tranek has a perpetually furrowed brow and a lop-sided sneer.
  • Distinguishing Features: Tranek is missing three teeth from his lower-left jaw.
  Tranek Stat Block

Tranek

Medium human ranger, any
Armor Class: 15
Hit Points: 30
Speed:

STR

18 +4

DEX

14 +2

CON

13 +1

INT

10 +0

WIS

12 +1

CHA

8 -1

Senses: Perception +8 (+10 in swamps) Insight +1
Languages: Common

Actions

Melee: +1 Greataxe: [roll1d12] Slashing; two-handed Range handaxe: [roll1d6+4] Slashing. Range: 20/60 (has 4 of them)   Favorite Terrain: Swamp. You can move stealthily at a normal pace. Difficult terrain does not slow travel. Items: 2 Potions of Healing. Regain [roll2d4+2] HP. Takes one action.   Sharpshooter:You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

 

Encounter Guide

When the PCs first encounter, Tranek he is indifferent toward them, although very angry because of his child’s abduction. The PCs can try and alter his attitude with Diplomacy. PCs offering to help him rescue his child gain a +4 circumstance bonus on all such checks.
  • Hostile(DC 24): Tranek decides the PCs are in league with Hassai. He attacks, screaming at them to return his child.
  • Unfriendly (DC 19): Tranek believes the PCs are secretly laughing at him. He becomes very belligerent.
  • Indifferent (DC 14): Tranek explains the situation and warns the PCs to stay out of his way.
  • Friendly (DC 9): Tranek asks the PCs to help him retrieve his child. He can offer nothing but his thanks.
  • Helpful (DC -1): As friendly, but Tranek also shares some useful information about the surrounding area (as determined by the GM and the adventure at hand).
  If the PCs accompany Tranek to Hassai’s lair and aid him in retrieving his child, he manages to keep his psychopathic, cannibalistic urges under control. He allows the PCs to leave and returns to his wife. If, however, the PCs work out what is really going on, he flies into a rage and attacks in a desperate attempt to save his child.
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Gnawing Father Alternate Encounter

Here, a bare-chested human man is swiftly hewing down a twisted mangrove with a shining axe. Each heavy blow retorts like a peal of thunder before echoing like a ghost in the mists. During the encounter, Tranek attempts to lure single PCs out of sight of the rest of the group so that he can murder them quietly and then feast on their flesh. He asks one of the group to help him fetch water for a meal, tells a scholar of a rare herb he has discovered nearby, or other such falsity. If a PC is lured away by Tranek, hand the isolated PC the following note, and proceed to describe the ensuing battle to the group as a “crocodile attack” to match Tranek’s cover story (if he returns without the PC). Once you are out of earshot of your companions, Tranek, growling like a ravenous animal, swings at you with his wicked axe. Please refer to your target as “the crocodile” to match his cover story should he defeat you.In battle Tranek uses his ranger’s focus ability on the first two enemies he engages, hoping to quickly finish them off. If alone, Tranek stabilizes a dying opponent for later enjoyment.

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Resolute Crone

Hunkered in the twisted mangroves of the swamp, a sprawling camp of diverse children grow up under the watchful eye of Hassani the tengu witch. Hassani slew and reincarnated these children, all born of evil monsters, into races without genetic predispositions towards evil and works to bring them up free of their dark heritages.  
A cluster of wooden lean-tos huddles in this small stand of mangroves. Small, grubby children of all races bawl and play within the camp.
  There are 4d6 children in the camp at any time, ranging between newborns (such as the hag child stolen from Griselda) and mature adolescents. The children are a random assortment of creatures from the reincarnate list.

Area Features

  • Screeching Children: The continual riot of children playing increases the DC of sound-based Perception checks by 3 per 10 ft., not 1.
  • Bogs: Shallow bog surrounds the camp. It costs 2 squares of movement to enter a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2. Bogs increase the DC of Stealth checks by 2.
  • Barricade of Fallen Trees: Hassani has surrounded the camp with a barricade of felled trees. Weeds and other noisome grows grow within the barricade. It costs four squares of movement to enter a barricade square. Alternatively, characters can leap over the barricade (DC 10 Acrobatics check) or clamber over it (DC 10 Climb check). The barricade provides cover (+4 AC, +2 Reflex saves). Characters in the barricade gain concealment (30% miss chance). Massive Mangroves: These huge trees (AC 3, hardness 5, HP 600; DC 15 Climb check) fill an entire square. They provide cover (+4 AC, +2 Reflex saves).
  • Hovels:A creature inside a hovel (AC 4, hardness 2, HP 40) gains full concealment (50% miss chance). Each hovel contains the very bare essentials of life – odds and ends of spare clothing, heaps of bracken and other soft vegetation serving as beds, a few pitiful, crude toys and so on.
  If the PCs are following Hassani from Griselda’s cottage, she is preparing to kill the hag-child, and the PCs encounter her with kukri poised above the infant. Otherwise she intercepts the PCs as they enter the camp.  

Hassani

Kind but crabby, Hassani is an ancient tengu matron who believes that all children should have the opportunity to grow up as good creatures without the biological urge towards malevolence and evil.  
  • Background: Hassani has lived her entire seventy-six years in the swamp, ranging about and protecting children from predators and, in recent years, from themselves and the cruelty of their parents.
  • Personality: Hassani has little time for adults these days, and can be abrupt. She treats her foster children kindly, often warbling nursery rhymes and pulling ridiculous faces to make them smile. She hugs incessantly, and if the PCs assist her in any way they can be assured a plush, feathery embrace.
  • Mannerisms: Hassani’s head is constantly cocking to one side and snapping to focus on new things in her line of sight. In conversation, she often fills pauses with a musical warble (in the same manner as a human might use “ummm” or “errr”), which sounds like a high then low pitched “wallawa, wallawa.”
  • Distinguishing Features: Rather than the usual jet-black tengu plumage, Hassani has splashes of white around her face and neck, markings reminiscent of a magpie. Her long beak is hooked wickedly at the point.
  • Development: If left unchecked, Hassani slays and reincarnate Griselda’s hag-child as a halfling and raise the infant as another of her foster children. Hassani does not let the PCs return the hag-child to her murderous parents without a fight, and explains Griselda’s true nature to the PCs in defense of her arcane eugenics program.

Hassani Stat Block

Hassani

CR: 3

Medium fey, kenku green hag, any
Armor Class: 17
Hit Points: 34
Speed: 25 ft

STR

5 -3

DEX

12 +1

CON

10 +0

INT

18 +4

WIS

16 +3

CHA

7 -2

Skills: Swamp Hag: While travelling through swamps, mires, bogs and similar terrain, Hassani leaves no trail and cannot be tracked, as the trackless step druid ability. Hassani can walk through mud and even quicksand without impediment. Amphibious. The hag can breathe air and water.
Senses: Child-Scent (Ex): Hassani gains the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child's hiding place or a den of wolf pups, but not the child's parents or the den mother.
Languages: Common, Draconic, Sylvan,
Challenge Rating: 3

At will: Dancing Lights: (Cantrip, 1 Action, Range: 120 ft.) You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.   Minor Illusion: (Cantrip, 1 Action, Range: 30 ft.) You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.   Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


Ambusher: In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised. Mimicry: The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Cloak of Protection: +1 to AC, +1 to Saving Throws Wand of Healing: A creature you see regains a number of hit points equal to 1d6+2 This spell has no effect on undead or constructs. The wand has three charges per long rest.

This old, shawl-clad woman has the black-and-white head and plumage of a magpie. She has a monkey familiar named Brushtail.
Brushtail (Hassani's Monkey Familiar) Stat Block

Brushtail (Monkey Familiar)

Tiny magical beast, unaligned
Armor Class: 14
Hit Points: 2 (1d4) 1d4
Speed: 30 ft , fly: 0 ft , climb: 30 ft

STR

3 -4

DEX

15 +2

CON

10 +0

INT

2 -4

WIS

12 +1

CHA

6 -2

Senses: Darkvision 60ft, passive Perception 16
Languages: Empathic link, Speak with animals, Speak with master
Challenge Rating: 0

Agility: Monkeys gain advantage on all Athletics and Acrobatics checks.

Brushtail has a deep and empathic link with Hassani. Her primary goal will be to protect Hassani. Her secondary goal is to protect Hassani's children. She is naturally curious and, in non-hostile situations, will spend most of her time trying to take things from people to either snack on or try on.
]


Hassani Encounter Guide

Hassani begins the encounter indifferent to the PCs, but the PCs can use Diplomacy to improve her attitude. Her familiar, Brushtail, is usually within 35 feet of her, often snacking on a fresh berry.
If interrupted mid-ritual, she understands what the PCs are likely to infer from the situation, and the DC of the below Diplomacy checks are reduced by 5 as she seeks to explain her motives.
If Tranek accompanies the PCs, his presence inflicts a -5 on any Diplomacy checks. The notes below list the information revealed by Hassani and the DC to further improve her mood.

  • Hostile (DC 26): Hassani gives the PCs one more chance to leave. If they do not, she attacks.
  • Unfriendly (DC 21): Hassani makes dire threats and tells the PCs they do not understand the situation. She commands them to leave.
  • Indifferent (DC 16): Hassani warbles at the PCs, interrogating them as to what they are doing in her camp.
  • Friendly (DC 11): Hassani explains that she is “bettering” the children here, caring for them after their parents proved themselves unsuitable.
  • Helpful (DC 1): Hassani explains her reincarnation ritual to the PCs, including the act of killing the infants to allow their “rebirth.”

Intimidation works normally on Hassani to force her to answer questions. A successful DC 20 Spellcraft check identifies the races of the children as those created with reincarnate.

Tactics

Hassani has no desire to confront the PCs in combat, and uses spells such as charm monster, deep slumber, hold person and suggestion to stop the PCs attacking. She does not flee as long as she has children in her care, but casts fly to avoid melee as long as possible. The children flee any battle, rushing to hide in the nearest hovel.

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Twice-Slain Son

Muanani is one of Hassani’s adoptive reincarnated children who has become a renowned knight. The PCs can encounter Muanani anywhere in the swamp or at Hassani’s camp.  
Sitting astride a champing monitor lizard, a resplendent lizardfolk knight hauls at the mount’s gilded reins.
 

Muanani

  • Background: Hassani stole Muanani from a clutch of black dragon eggs, and reincarnated the wyrmling. Unfortunately the dragon was first reincarnated as a crag linnorm, and a terrible struggle ensued before Hassani slew the child for a second time. Finally Hassani resurrected Muanani as a tiny lizardfolk child in the crater of the epic battle.
  • Personality: The lizardfolk is erudite and brave, and grows more crafty and canny over the years. Muanani is still a child mentally (due to his draconic heritage), but an extremely intelligent one.
  • Mannerisms: The knight keeps a sack of gold coins on hand to use as a security blanket while he sleeps, a repressed throwback to his draconic psyche’s yearning for a hoard. He enjoys riding his steed on merry chases through the marsh.
  • Distinguishing Features: Muanani’s armour design identifies him as a member of an honored knightly order. PCs identify this with a DC 15 Knowledge (nobility) check.
Muanani Stat Block

Muanani

CR: 3

Medium male reincarnated juvenile black dragon (lizardfolk) , lawful good
Armor Class: 18
Hit Points: 55
Speed: 30 ft , swim: 10 ft

STR

17 +3

DEX

12 +1

CON

15 +2

INT

12 +1

WIS

15 +2

CHA

16 +3

Languages: Common, Draconic
Challenge Rating: 3

Actions

Brave: The knight has advantage on saving throws against being frightened.
Greatsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: [roll2d6+3] slashing damage.
Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Bite: 1d4+1
Leadership (Recharges after a Short or Long Rest): For 1 minute, the knight can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a 1d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry: The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Stormhorn (Muanani's Mount) Stat Block

Giant Lizard

CR: 1/4 (50 XP)

Large beast, any
Armor Class: 12 (natural armor)
Hit Points: 19
Speed: 30 ft , climb: 30 ft

STR

15 +2

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Senses: darkvision 30 ft., passive Perception 10
Challenge Rating: 1/4 (50 XP)

Improved Overrun: When you attempt to overrun an opponent who is at least one size category smaller than you, the target must make a reflex save with disadvantage. If you knock down your opponent, you immediately get an attack of opportunity against that opponent, gaining the standard +4 bonus on attack rolls against prone targets.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 piercing damage.
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6+2 slashing damage.

 

Encounter Guide

Muanani is not aggressive, except toward obviously evil travelers. He is, however, wary of those he meets as often his appearance prejudices those meeting him for the first time. Born a black dragon, and briefly a crag linnorm, Muanani is a reincarnated creation of Hassani the tengu witch. Muanani is a noble lizardfolk knight, trained in the arts of war and chivalry. He rides a Giant Monitor Lizard Mount named Stormhorn.   Muanani begins the encounter indifferent toward the PCs, but the PCs can use Diplomacy to improve his attitude. The notes below list the DC to further improve his mood.  
  • Hostile (DC 28): Muanani decides the PCs are minions of evil or mistakes them for a group Hassani has recently warned him about. If the group is weak, he tries to slay them. More likely, however, he retreats to warn his mother.
  • Unfriendly (DC 23): Muanani takes a dislike to the PCs and leaves their presence as swiftly as possible.
  • Indifferent (DC 18): Muanani has little interest in talking to PCs, but listens to their entreaties. He provides warnings of nearby dangerous locations and the like and provides any critical aid required.
  • Friendly (DC 13): Muanani invites the PCs to share his camp for the night and may travel with them the next day if they are heading in a similar direction. He is friendly, takes his turn o watch and tells them of recent event and dangerous locations. He also tells them of his mother and offers to guide them to her home if they want to meet her. He only provides basic details of Hassani and her brood.
  • Helpful (DC 3): As friendly, but he explains his convoluted early life. Muanani confides he has been having broken dreams of death and darkness for some time and needs help to find the source of his disquieted sleep.
 

Tactics

Muanani uses Stormhorn to overrun his enemies, crushing them underfoot while impaling them with his lance. Muanani uses his Coordinated Manoeuvres teamwork feat and tactician ability to grant a +2 bonus to Stormhorn’s overrun attempt.   Muanani saves his challenge for the most worthy foe in the fight, bearing down on that enemy to the exclusion of all others. The lizardfolk has recently gained the draconic ability to speak with reptiles and summon forth spheres of darkness, but is loath to use these abilities unless sorely pressed as they coincide with the terrible draconic dreams, which wrack his sleep.   If reduced to less than 25 HP, Muanani uses darkness on himself and trusts in his Blind-Fight feat to grant him an advantage over his enemies.   Back to top
From "Campaign Backdrop: Marshes and Swamps" By Raging Swan Press

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