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The Scuttledowns run security for the Technic League compound in Starfall.  These buggers ambused my party as they were heading single file up the stairs backstabbing the sorceress Charisma.  The group was trapped between them and a battleguard coming down the other way.  The party vented their anger on them before turning on the battleguard and they didn’t even get to run away!

Small humanoid (halfling), lawful evil

Armour Class 16 (studded leather)
Hit Points 111 (6d8)
Speed 30 ft.

STR 11 (+0)        DEX 18 (+4)       CON 11 (+0)
INT 12 (+1)        WIS 14 (+2)        CHA 16 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages Common, halfling
Challenge 12 (8,400 XP)

Cunning Action. On each of his turns, a Scuttledown can use a bonus action to take the Dash, Disengage, or Hide action.

Dimension Door (1/Turn).   As an action a Scuttledown may teleport up to 500 feet in any direction per the spell.

Evasion. If a Scuttledown is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Scuttledown instead takes no damage if he succeeds on the saving throw and only half damage if he fails.

Vanish (1/Day). As an action a Scuttledown may become invisible as the spell.

Sneak Attack (1/Turn). A Scuttledown deals an extra 13 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of another Scuttledown that isn’t incapacitated and the Scuttledown doesn’t have disadvantage on the attack roll.

Multiattack. A Scuttledown makes three attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage plus 13 (3d8) arcane damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 5 (1d6 + 2) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned.

Parry. A Scuttledown adds 4 to his AC against one melee attack that would hit him. To do so, the Scuttledown must see the attacker and be wielding a melee weapon.

Once they spot intruders, the two half lings cast invisibility, then use dimension door to move to the location where they spotted trouble and attempt to take the intruders alive. If reduced to fewer than 30 hit points, a Scuttledown retreats back here with dimension door to drink both his potions of cure serious wounds before returning to the fight. A Scuttledown who has no potions to use and is reduced to fewer than 30 hit points or less the city and doesn’t return.

Combat Gear potion of superior healing (2, 24 (8d4+8) hit points)

Evil halflings, only thing worse is if they were cannibals.

Posted in Dungeons & Dragons


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