If the pawn kills a monster that has attacked its set that has 20 or more hit points it transforms into a different piece. After the requirements have been fulfilled to upgrade the pon roll a D6. On a 1 it transforms into a knight, on a 2 it transforms into a bishop, on 3-4 it transforms into a rook, and on a 5-6 it transforms into a queen.
Action Melee Attack: short sword +1 to hit, reach 1 ft., 1 target. Hit: 3 (1d6) [piecing] damage.
Action Ranged Attack: short bow +0 to hit, range 80 feet, 1 target. Hit: 3 (1d6) (piercing) damage.
Description
The pawn construct is the expendable infantry for the enchanted chessmen army. It is relatively weak and slow and is hardly more than a distraction. However, if it does manage to kill an enemy of considerable strength it can transform into a stronger piece.
Lair and Lair Actions
Each chessmen army has a huge playing board from which it operates. (Usually next to the wizard's living quarters that it is supposed to be defending). The King is nearly always on the board as well as 1 or 2 rooks that guard him. The chessmen are very familiar with the board granting them complete dark vision and a few special moves when they are on the board.
Lair Actions
On initiative count 14 (losing initiative ties), the Pon takes a lair action to cause one of the following effects; the Chess Pon can’t use the same effect two rounds in a row:
- If the Pawn is within 10 feet of where he started in the combat he gets +10 feet of movement this round.
- The Pawn gets 3 opportunity attacks at a passing foe until the next round.
Regional Effects:
The region containing a chessman army’s lair is highly familiar ground to any chessman army, which creates one or more of the following effects:
- Any white chessman in the lair gets +3 initiative.
- Any Chess Pon promoted in the lair is promoted to a chessman that is the choice of the King.
- Any Animated chessmen on the board get complete dark vision.
If the King is defeated, these effects fade over the course of 2d6 days.
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