Kryx RPGThemes
The Lonely

The Lonely

Medium beast
Challenge
9

STR
3
DEX
1
CON
3
INT
−2
WIS
0
CHA
−2

112
15d8+45
18
Soak
2
Fort
+4
Ref
+3
Will
+0
Defense note natural armor
Damage resistances bludgeoning, piercing, slashing while in dim light or darkness

Speed 5 m.
Skills Athletics +4 (15), Brawn +6 (17), Insight +0 (11), Perception +3 (14), Stealth +4 (15)
Senses darkvision 10 m.
Languages Common

Maneuvers. The the lonely uses maneuvers (maneuver save Difficulty 15). It has 17 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Harpoon Arms only)

1 stamina die: ambush, impale, scurry, spring attack, stalking shadow

2 stamina dice: frenzy

Psychic Leech. At the start of each of the the lonely’s turns, each creature within 1 meter of it must succeed on a Difficulty 15 Will saving throw or take 10 (3d6) psychic damage.

Thrives on Company. The the lonely has advantage on attack rolls while it is within 5 meters of at least two other creatures. It otherwise has disadvantage on attack rolls.

Actions (2)

Harpoon Arm. Melee Weapon Attack: +6 to hit, reach 10 m. Hit: 21 (4d8 + 3) piercing damage The Lonely has two harpoon arms and can grapple up to two creatures at once.

Sorrowful Embrace (1/turn). Each creature grappled by the the lonely is pulled up to 5 meters straight toward it and must make a Difficulty 15 Will saving throw. A creature takes 49 (11d8) psychic damage on a failed save, or half as much damage on a successful one.

Coastal, Desert, Mountain, Underdark, Urbanmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.