Falx Beast
Falx Beast (CR 1)
Pure Evil - Medium - Aberration |
---|
Lore: | K. (Dungeoneer) | ||
2 | 17 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
13 | +3 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
- Ambush Notes: Falx Beasts can and do appear in the most unlikely places.
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
31 | 15 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +0 |
Will: | +5 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Falx Gnaw +3 (1d6/x2)
as mutilation (physical, rare)
plus The Shivers
Full Attack (Melee):
- 1x Falx Gnaw +3 (1d6/x2)
as mutilation (physical, rare)
plus The Shivers - 2x Falx Grasp +3 (1d3/x2)
as cold (energy, common)
Standard Attack (Ranged):
- 1x Falx Throw +3 (1d6/x2)
as cold (energy, common)
(Increment: 50 ft.; Max Range: 500 ft.)
Full Attack (Ranged):
- 3x Falx Throw +3 (1d6/x2)
as cold (energy, common)
(Increment: 50 ft.; Max Range: 500 ft.)
Siege Damage: Not siege capable
Statistics
12 |
STR |
16 |
DEX |
14 |
CON |
14 |
INT |
18 |
WIS |
14 |
CHA |
Special Abilities
The Shivers (Su) 1/Rnd/Victim, Automatic after successful attack |
Each time a Falx Beast successfully hits with their Gnaw (melee) attack for the first time in a round, a sensation of awful ague and trembling washes through their victim's body. The victim must make a Fort save against a DC of 14 or they take 1d3 points of cold (energy, common) damage and gain the Impaired condition until the end of their next turn. If they make the save, the cold damage is halved and the condition is negated. |
Falx Beast
Falx Beasts, or False Monsters, or Faux Men, or Foe Men, show up as vague, shadowy distortions in the air. They appear in the light or the dark, and seem unaffected by either. They look like man-sized, man-shaped...things.
They are seen widely, across many cultures, rarely but persistently, everywhere that there are intelligent creatures. They are eerie, frightening things, that can apparently show up nearly anywhere. For centuries they were dismissed as figments and night terrors, and even after their existence was more widely proved, what they are is utterly unknown.
It is almost certain that they are not Shadows, or any other sort of Undead. They do not seem to be mindless vermin, either. They seem to have no reaction to things that drive shadows away, and their attacks show definite intelligence. They are inimical, and will attack and kill whatever they can. The only way to drive off and destroy these Falx Beasts is through courage and effort. When they appear, attack them and destroy them.
Before they kill you.
Combat Tactics
Falx Beasts prefer to pop out of hiding and attack. If they are caught at range, they will use Falx Throw to attack back, but will immediately seek to flee, vanishing without a trace if they break line of sight.
In melee, they bite and grab, unutterable cold seeping into their victims, their bites doing terribly cold, painful damage directly to the anima of their victims.
Once they enter melee, they never flee, and upon death they dissipate, leaving behind only trinkets and valuables.
Out of Combat
Falx Beasts are weird and alien. They seem to simply appear in the world, and they have no apparent lairs or homes, they don't eat, sleep, or do anything else except appear and attack. If they even exist outside of their attacks is an unknown thing, and discovering the truth of these weird 'Foe men' is an open mystery.
Rewards
XP: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |