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Tome Unbound: Harefolk

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Tome Unbound: Harefolk

Harefolk Specialists

The following harefolk often take to the frontlines in combat: harefolk slingers spend most of their waking moments perfecting their technique with slings while harefolk thumpers enjoy a natural advantage in their oversized feet compared to other harefolk.

Harefolk Slinger

Small humanoid (harefolk), chaotic good
Armor Class 12
Hit Points 33 (6d6 + 12)
Speed 30 ft., burrow 10 ft.

STRDEXCONINTWISCHA
10 (+0)15 (+2)14 (+2)10 (+0)14 (+2)13 (+1)

Skills Perception +4, Survival +4
Senses passive Perception 14
Languages Common
Challenge 1/2 (100 XP)

Keen Smell. The harefolk slinger has advantage on Wisdom (Perception) checks that rely on smell.

Master Slinger. The harefolk slinger gains a +2 bonus to attack rolls made with a sling. Additionally, the harefolk increases a sling’s normal range by 10 feet and the sling’s long range by 40 feet. Finally, the slinger doesn’t have disadvantage on attack rolls if it is within 5 feet of a hostile creature.

Ready for Trouble. The harefolk slinger can’t be surprised, and it has advantage on initiative rolls if it isn’t incapacitated or unconscious.

Shapechanger Sensitivity. The harefolk slinger has advantage on Intelligence (Investigation) and Wisdom (Insight) checks to determine if a creature is a shapechanger. It automatically succeeds when the shapechanger is a werewolf. In addition, the slinger has advantage on its first attack roll each turn against a creature with the Shapechanger trait or Change Shape action, regardless of whether the slinger was previously aware of the shapechanger’s nature.

Snow Camouflage. The harefolk slinger has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Snow Walker. The harefolk slinger can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.

ACTIONS

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

Sling. Ranged Weapon Attack: +6 to hit, range 40 ft./160 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Harefolk Thumper

Small humanoid (harefolk), chaotic neutral
Armor Class 13 (hide)
Hit Points 52 (8d6 + 24)
Speed 40 ft., burrow 10 ft.

STRDEXCONINTWISCHA
17 (+3)13 (+1)16 (+3)10 (+0)10 (+0)11 (+0)

Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)

Keen Smell. The harefolk thumper has advantage on Wisdom (Perception) checks that rely on smell.

Leaping Kick. If the harefolk thumper moves at least 10 feet straight toward a target and then hits it with a kick attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Ready for Trouble. The harefolk thumper can’t be surprised, and it has advantage on initiative rolls if it isn’t incapacitated or unconscious.

Shapechanger Sensitivity. The harefolk thumper has advantage on Intelligence (Investigation) and Wisdom (Insight) checks to determine if a creature is a shapechanger. It automatically succeeds when the shapechanger is a werewolf. In addition, the thumper has advantage on its first attack roll each turn against a creature with the Shapechanger trait or Change Shape action, regardless of whether the thumper was previously aware of the shapechanger’s nature.

Snow Camouflage. The harefolk thumper has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Snow Walker. The harefolk thumper can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.

ACTIONS

Multiattack. The harefolk thumper makes two melee attacks: one with its kick and one other melee attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

New Magic Items and Spells

The following magic item and spells are inspired by the harefolk.

Detect Shapechanger

1st-level divination (cleric, paladin, ranger)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you know if there is a shapechanger within 30 feet of you as well as where the creature is located. You also learn whether the creature is in its true form or shapechanged form.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Harefolk Slingstaff

Weapon (staff), uncommon (requires attunement)

This weapon can be wielded as a magic quarterstaff or magic sling that grants a +1 bonus to attack and damage rolls made with it. If wielded as a staff and loaded with a slingstone, its damage increases to 1d8 (1d10, if wielded with two hands). Finally, when you score a critical hit with a ranged attack, the target must succeed on a DC 12 Constitution saving throw or become stunned until the end of its next turn.

Shapechanger-Bane Weapon

1st-level transmutation (paladin, ranger)
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls against shapechangers. You can use a bonus action and reduce the duration by 10 minutes to have advantage on attack rolls when attacking a shapechanger with the weapon until the beginning of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you reduce the duration by 5 minutes to have advantage on attack rolls against a shapechanger.

Harefolk Adventure Hooks

  • A group of young harefolk decided to attack a werewolf pack and met with disaster. The lone survivor seeks to avenge herself on the werewolves but requires a competent group of adventurers to help her out.
  • A harefolk lost his drove of arctic hares and doesn’t want his kin to know about it. He promises a small reward for the hares’ return. Unfortunately, the hares wandered into a tunnel where a winterghast (see Tome of Beasts 2) lives.

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<<PREVIOUSLY

The Tome Unbound series fleshes out monsters from the Tome of Beasts 2, giving GMs ways to modify the existing monsters to surprise well-prepared players or to introduce monsters to a campaign.

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