| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 12 | +1 | +1 |
Fear of Fire. If the pawniard takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Bladed Body. At the start of each of its turns, the pawniard deals 7 (2d6) Slashing damage to any creature it is grappling or any creature grappling it.
Metallic Claw. Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 9 (2d6 + 2) Slashing damage.
Intimidating Shout. Wisdom Saving Throw, DC 11, one creature that can hear the pawniard within 15 feet, Failure : The target has the Frightened condition until the start of the pawniard's next turn.
Defiant. Trigger : The pawniard fails a saving throw. Response : The pawniard adds 2 to it's roll, potentially causing it to succeed. Regardless of the result, the pawniard has Advantage on the next attack roll it makes until the end of its next turn.
Description
CR 1/2 : DCR 1/4 - OCR 1
Pawniards are the juvenile forms of a species of bipedal, vaguely beetle-like humanoid monstrosities, with partial metallic outershells. A Pawniard has a rounded red and black head with a silvery blade extending from the front, and its face is gray with yellow eyes. Two pairs of steel blades protrude from either side of its black torso, connected by steel ribs, and its arms end with knife-like blades instead of fingers.
When hunting, Pawniards immobilize prey by grappling them and stabbing them with their blades repeatedly. They work in large groups led by one of their older kin, a Bisharp, whose commands they follow diligently with no regard for their own safety, weakening their foes until their leader steps in to finish the kill. They otherwise respect a strict hierarchy based on strength and feats of brutality, and train on a daily basis to be able to climb ranks and eventually be able to challenge their current leader. They claim large territories around rivers and other streams, as they use the river stones to keep their natural bladed weapons sharp and deadly, causing conflicts with any and all creatures living nearby.
When two packs meet, the leaders fight in a duel, and the members of the losing pack are absorbed into the winning side while the loser is banished or killed. These can cascade and grow in size, eventually causing a metamorphosis into the leading Bisharp.
Previous Versions
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8/31/2026 10:57:25 PM
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Coming Soon
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