BUT FIRST–what are those previous hack posts about?
- First post: GENERAL general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.
- Second post: EQUIPMENT the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor
- Third post: ARCHETYPES Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype
- Fourth post: ARCHETYPES Assault space marine barbarian archetype and the Imperial Commissar fighter archetype
- Fifth post: ARCHETYPES Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype
- Sixth post: ARCHETYPES ASSASSINORUM CLADES! My favorite. ❤
- Seventh post: ARCHETYPES Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)
- Eighth post: ARCHETYPES Sneaky space marines (I am Alpharius) and Rogue Trader bards!
- Ninth post: ARCHETYPES Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)
- Tenth post: FEAT & TEMPLATE One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin
- Eleventh post: NPCs More in-depth and specific advice about xenos reskins (definitely handy for the GM!) along with unarmed, armored, and chaos space marine statblocks
- Twelfth post: NPCs Librarian and Techmarine statblocks (along with quick rules to reskin an archmage into a tech priest NPC)
- Thirteenth Post: NPCs Cognitae Agent, Dreadnought, and Rogue Psyker
- Fourteenth Post: NPCs We started diving into titans with Chaos/Imperium Warhounds, the Revenant Titans of the Eldar, and Stompa Ork Gargants (for da Waaagh!!!).
- Fifteenth Post: NPCs Today’s the end of the titans–one each for Squats and Tau, plus my favorite version of walking death in Warhammer 40,000: the Lutomorbus.
- Sixteenth Post: NPCs Blood for the Blood God!
- Today’s Post: NPCs Hedonists rejoice because it’s time for SLAANESH baby!
EDIT Quick aside: Bally n’ Tour, the introductory sandbox adventure (really a long-form example for how to use the random setting generator) for 2099 Wasteland came out today! Gawd I love Willum Shake Spear. ❤
Daemonette
Medium fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points 181 (19d8+96)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 20 (+5) | 19 (+4) | 9 (-1) | 12 (+1) | 17 (+3) |
Skills Acrobatics +8, Athletics +6, Deception +6, Insight +4, Perception +4
Damage Vulnerabilities radiant
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Dark Tongue
Challenge 8 (3,900 XP)
Aura of Fear. Creatures within 30 feet of the daemonette must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the daemonette’s aura of fear for the next 24 hours.
Daemon Aura. Hostile creatures within 30 feet of the daemonette have disadvantage on Wisdom saving throws and saving throws against fear.
Heightened Senses. The daemonette has advantage on Wisdom (Perception) checks.
Magic Resistance. The daemonette has advantage on saving throws against spells and other magical effects.
Soporific Scent. Any creature that starts its turn within 10 feet of the daemonette must succeed on a DC 14 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls against the daemonette. Failure by 5 or more on this saving throw causes the creature to be charmed until the end of the daemonette’s next turn. On a successful saving throw, the creature is immune to the daemonette’s scent for 24 hours.
ACTIONS
Multiattack. The daemonette attacks three times.
Pincer Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) magical bludgeoning and slashing damage. On a critical hit or when the daemonette reduces a target to less than 5 hit points, the target makes a DC 14 Wisdom saving throw or gains the charmed condition for 3 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Keeper of Secrets
Huge fiend, chaotic evil
Armor Class 18 (natural armor)
Hit Points 310 (27d12+135)
Speed 70 ft.
STR | DEX | CON | INT | WIS | CHA |
23 (+6) | 24 (+7) | 20 (+5) | 21 (+5) | 20 (+5) | 22 (+6) |
Skills Acrobatics +13, Arcana +11, Deception +12, Insight +11, Intimidation +12, Investigation +11, Nature +11, Perception +11, Persuasion +12, Religion +11
Damage Vulnerabilities radiant
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 200 ft., passive Perception 26
Languages Dark Tongue, Low Gothic, High Gothic; telepathy 100 ft.
Challenge 17 (18,000 XP)
Aura of Fear. Creatures within 60 feet of the keeper of secrets must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the keeper of secrets’ aura of fear for the next 24 hours.
Daemon Aura. Hostile creatures within 60 feet of the keeper of secrets have disadvantage on Wisdom saving throws and saving throws against fear.
Gaze of Acquiescence (1/turn). As a bonus action, the keeper of secrets gazes onto a creature within 100 feet, forcing the creature to make a DC 20 Charisma saving throw. On a failed save, the creature falls under the keeper of secrets’ control (as the dominate monster spell) for 1 minute. Unlike the spell, the keeper of secrets need only spend a bonus action to take total control of all creatures under the effects of its gaze of acquiescence. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Heightened Senses. The keeper of secrets has advantage on Wisdom (Perception) checks.
Innate Spellcasting. The keeper of secrets’ innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will–charm person, clairvoyance, hideous laughter, identify, locate creature, locate object, suggestion, vicious mockery
- 5/day–confusion, legend lore, scry
- 3/day–irresistible dance, mass suggestion
Magic Resistance. The keeper of secrets has advantage on saving throws against spells and other magical effects.
Soporific Scent. Any creature that starts its turn within 30 feet of the keeper of secrets must succeed on a DC 20 Constitution saving throw. On a failed save, the creature is charmed until the end of the keeper of secrets’ next turn. On a successful saving throw, the creature is immune to the keeper of secrets’ scent for 24 hours.
ACTIONS
Multiattack. The keeper of secrets attacks once with its ætherblade and four times with its claws.
Ætherblade. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 20 (4d6+6) magical slashing damage.
Claws. Melee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 13 (2d6+6) slashing damage.
REACTIONS
Counterattack. When a creature adjacent to the keeper of secrets hits it with an attack, the keeper of secrets can spend its reaction to make a claw attack against the creature.
[…] Seventeenth Post: NPCs Hedonists best grab their forks and gags then get in line for Slaanesh! […]
[…] Seventeenth Post: NPCs Hedonists best grab their forks and gags then get in line for Slaanesh! […]