Midnight Crew (Dungeons & Dragonstuck supplement)

Jack Noir

Medium humanoid (Carapacian), any evil alignment


Armor Class 12
Hit Points 136 (16d8 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 18 (+4) 11 (+0) 13 (+1) 15 (+2)

Saving Throws Dex +5
Skills History +3, Intimidation +5, Perception +4
Senses passive Perception 14
Languages understands Common but can't speak
Challenge 5 (1,800 XP)


Chess People. Jack Noir has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of his turns.

Blood Frenzy. The archagent carapacian has advantage on melee attack rolls on any creature that doesn't have all its hit points.

Labyrinthe Recall. The carapacian can perfectly recall any path he has traveled.

ACTIONS

Multiattack. Slick Noir makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Cast Iron Horse Hitcher. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.


Archagent Jack Noir, as he is known in most versions of SDUND,[note 1] is the third most powerful carapacian in the Dersite Kingdom. He has a tendency to stab first and ask questions later.

Noir has a kismesissitude with the Black Queen.[note 2]

Notes
  1. DMs should feel free to swap this name with whatever they choose (ie. Spades Slick or some other new name). However, even in the Trolls' session, he normally starts out just as "Jack Noir".
  2. The two hate each other, but they are also very attracted to one another (and act out both of those feelings).

Hegemonic Brute

Large humanoid (Carapacian), neutral evil


Armor Class 12
Hit Points 57 (6d10 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 15 (+2) 10 (+0)

Skills History +1, Intimidation +2, Perception +4
Senses passive Perception 14
Languages understands Common but can't speak
Challenge 2 (450 XP)


Chess People. Hegemonic Brute has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of his turns.

Labyrinthe Recall. The carapacian can perfectly recall any path it has traveled.

Boxcars. When Hegemonic Brute hits an opponent using his fist, he deals an additional 2d6 force damage (included in the attack).

ACTIONS

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage or 25 (3d10 + 6) slashing damage if used with two hands to make a melee attack.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 6) bludgeoning damage, plus 7 (2d6) force damage.


Hegemonic Brute is the strongest of the Midnight Crew,[note 1] and he always rolls Boxcars.[note 2]

Notes
  1. Including Jack Noir on a physical level.
  2. Despite being rated as a CR 2 encounter, HB is the definitive toughest vanilla carpacian encounter due to his strength alone. However, at 60 HP and 12 AC, he'll go down fast in the right circumstances.

Draconian Dignitary

Medium humanoid (Carapacian), lawful evil


Armor Class 13 (leather armor)
Hit Points 56 (16d8 - 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 9 (-1) 16 (+3) 12 (+1) 18 (+4)

Skills History +5, Insight +3, Perception +3, Performance +6
Senses passive Perception 13
Languages understands Common but can't speak
Challenge 2 (450 XP)


Chess People. Draconian Dignitary has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of his turns.

Labyrinthe Recall. The carapacian can perfectly recall any path it has traveled.

Spellcasting. As a conduit for the Medium's power, the Draconian Dignitary can cast 2nd level bard spells. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Draconian Dignitary has following bard spells prepared:

ACTIONS

Sharp Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.


Courtyard Droll

Small humanoid (Carapacian), any chaotic alignment


Armor Class 14 (fancy hat)
Hit Points 78 (12d6 + 36)
Speed 25 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 14 (+2)

Saving Throws Dex +4
Skills Animal Handling +2, History -1, Perception +2
Condition Immunities Frightened
Senses passive Perception 12
Languages understands Common but can't speak
Challenge 2 (450 XP)


Chess People. Courtyard Droll has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of his turns.

Labyrinthe Recall. The carapacian can perfectly recall any path it has traveled.

Empty Head. Courtyard Droll has disadvantage on saving throws against illusions or being charmed and Intelligence saving throws against magic. However, he is immune to being frightened and mind reading.
Droll doubles his proficiency bonuses when using his head as a melee attack but takes 3 (1d4 + str modifier) bludgeoning damage each time he tries to use it.

Fancy Hat. While wearing a fancy hat, his AC is 12 + dex modifier. This hat will not fall off the Droll's head during battle, but can be knocked off or taken by an opponent through conventional means. Courtyard Droll may spend his bonus action attempting to retrieve his hat back.

Surprise Attack. If the Courtyard Droll surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 1d6 bludgeoning damage from the attack.

ACTIONS

Multiattack. Courtyard Droll makes two melee attacks: one with his club and one with his head.

Clubs' Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage or 13 (2d8 + 4) bludgeoning damage if used with two hands to make a melee attack.

Head. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 11 (2d4 + 6) bludgeoning damage.



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