Rutterkin

Rutterkin

Medium fiend (demon)
Challenge

STR
2
DEX
2
CON
3
INT
−3
WIS
0
CHA
0

30
4d8+12
14
Fort
+4
Ref
+3
Will
+0
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities charmed, frightened, poisoned

Speed 4 m.
Skills Athletics +3 (14), Brawn +3 (14), Perception +1 (12)
Senses darkvision 20 m.
Languages understands Abyssal but can’t speak

Crippling Fear. When a creature that isn’t a demon starts its turn within 5 meters of three or more rutterkins, it must make a Difficulty 10 Will saving throw. The creature has disadvantage on the save if it’s within 5 meters of six or more rutterkins. On a success, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failure, the creature becomes frightened for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success.

Maneuvers. The rutterkin uses maneuvers (maneuver save Difficulty 12). It has 5 stamina dice which are d8s, a dice limit of 1, 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:

1 stamina die: disorient, spring attack, tear flesh

Actions (1)

Bite. Melee Weapon Attack: +3 to hit. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a Difficulty 13 Fortitude saving throw against disease or become diseased. At the end of each long rest, the diseased target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 health while diseased in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a miracle or wish spell.

Lower planesmtof

Maneuvers

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

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

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

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 an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

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 and bleeding level by 1 for each additional stamina die expended.