Dire Consort

Not Hapless, Medium Biological Consort (Tier 2, CR 2)

Core Numerics

StatValueStatValue
Tier2Hit Points80 HP
Initiative+15Speed30 ft.
Damage (base)12Damage (mod)+5

Base Stats

AttributeSTRCONDEXINTWISCHA
Modifier+6+6+4+10+4+10

Defenses

DefenseValueDefenseValueDefenseValue
AC14Aegis0Fort15
Ref15Will15DC15

Anatomy

Head (+4): +50% damage to headshots. Artery (Secret: DC) (+4): Has 14 HP. If destroyed, target has DoT (14, until healed with psionics) Vitals (Secret: DC) (+2): Can be grappled, damaging or grappling this Dazes (1 round or while grappled) them. Inflicts Setback (2, duration of Daze) instead if the attack already Dazes. Arms (2) (+2): Required to use items, grapple, and perform actions. Has disadvantage to grapple for 1 round if hit, or forces immediate grapple check against attack roll to maintain it if one is active. Legs (2) (+2): If an attack/ability deals any effect besides damage to at least one leg, it also inflicts Cripple (10, 1 round). Tool (2) (blade) (+2): Has 6 HP, required to use certain actions.

Traits

Withstand: The first time this creature would be reduced to 0 HP, they go to 1 HP instead.

Actions

Slash: Major action - Melee weapon attack, one arm, blade, 5 ft. range, single-target, 17 damage. Parry: Reaction - Martial ability, imposes one d4 Block die against incoming attack vs AC. Blood and Vinegar: Reaction - Martial ability, the Dire Consort chooses one negative condition on itself and reduces its duration by 1 round. Martial Precision: Special - When the Dire Consort Aims, they gain advantage instead. Quickening: Special - The Dire Consort has a second minor action per turn. This second minor is lost if it starts the turn with any negative conditions.

Tactics

Standard melee attacker tactics, run up and fight. Parry and Aim as necessary.

Drops

90 EXP

Description

A rare few consorts are stronger than the player even, at the start of their journey, and can expect to keep up with them as time goes on, long into their session. Relatively, anyway.