Shedding armor: When Autumn Walker takes fire damage while Shedding Armor is on, the fire damage will be negated as it is transferred to the vine armor around it, igniting them giving it’s melee attacks +5 fire damage, the armor will burn for three turns, negating any fire damage, then burn away, reducing it’s armor to 7, at the beginning of Autumn Walker’s next turn, Shedding Armor will be reapplied.
Pounce. If the Autumn Walker moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 strength saving throw or be knocked prone. If the target is prone, the Autumn Walker can make one bite attack against it as a bonus action.
Decaying Aura. All enemies plant based spell that come within a 5 ft. area around Autumn Walker will instantly fail. Once per short rest it can extend this aura to 25ft. for 1 hour or more with concentration, it can be used again without short rest but the range will be reduced to 15ft. and using a 1st level spell slot.
Spellcasting. The Autumn Walker is a 3rd level spellcaster. It’s spellcasting ability is Wisdom (spell save DC 13, + 5 to hit with spell attack.) Autumn Walker has the following spells prepared:
Cantrips (at will): Gust, Thorn Whip
1st level (4 slots): Entangle, Fog Cloud, Ice Knife, Longstrider.
2nd level (2 slots): Spike Growth, Gust of wind
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 4) piercing damage.
Claw. Melee weapon attack: reach +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Deny Growth: if a plant based spell comes comes within 6 to 25ft. of Autumn Walker and Decaying Aura has not been used that day, it can use its reaction to cast Decaying Aura.
Description
Large skeletal like felines (most likely mountain lions or panthers) that have the appearance of having dead leaves and vines intertwined with there bones. Unlike many undead, they are intelligent and neutral creatures, some even praise them. Finding one natural only comes once per year for they only arrive in a group of three at the end of summer, frolicking and hunting together while accompanied by the Fall Knight, there are even celebrations that are thrown at there sighting, for it is believed they bring the Autumn months as the greenery appears to change wherever they go. Though they only become a problem when they are summoned at the wrong time by sorceress, when this happens they will find a forested spot to wait until there master comes, they will be stubborn to move and there mere presence will unintentionally warp the surrounding plants into a early autumn, potentially causing damage to a towns crop.
Lair and Lair Actions
Autumn Walker’s lairs are found in open outcrops surrounding by at least four trees, often in grasslands, hills, or even large forests. The Autumn Walker will most likely be laying in the middle of the area or in one of the trees
Regional Effects. The region surrounding a Autumn Walkers is warped by the creatures misplaced presence, creating any of the following effects:
- Trees and plants will begin to go through a pre Autumn within 2 miles of the lair.
- The air will gradually get cooler as you get closer to the area, to the point where you can see your breath.
- Within the lair, plant spells will automatically fail, and be at disadvantage when 2 miles from the lair.
- leaves will build up around the base of the trees in the lair, causing 5 to 10 ft. of rough terrain, Autumn Walker won’t be affected. 2 miles outside the lair, leaves will making finding tracks harder.
- Affected plants will be dried out, causing them to be highly flammable and trees to be punctured easily with sharp objects giving advantage on climbing.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/27/2022 1:34:49 PM
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2
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0
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1.0
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Coming Soon
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