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Polevik

My PCs recently derailed a whole bunch of my planning through creative play – which is fine, the surprises make the game more entertaining for me this way – they ended up in the Slumbering Ursine Dunes and here are converted monsters for my own reference with abbreviated 5e stat blocks.


In the corelands of Zem the grain field is simply and drearily a place of endless toil; in the
borderlands it can also be a place of terror for the unwary. Old Pahr peasants whisper tales
of millennia ago when a mysterious devil called The Man introduced the Poleviki, dread
spirits of the field, into the world as a gift to the lords of the land.

POLEVIK

Small fey, lawful evil
AC 13, HP 45, Speed 25′
Saves +4, +1, -1
Skills Athletics +6, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Sylvan
Challenge 3 (70 XP)

Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.

ACTIONS
Roll randomly each round:
  1. Multiattack. The polevik makes three attacks with its wicked sickle.
  2. Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d4 slashing damage.
  3. Disease Touch. The target must make a CON saving throw or those so touched are afflicted with a virulent and dangerous yeast infection that without treatment spreads over the whole body before killing the victim in 2-7 weeks.

 

Posted in 5e, Clash of the Titans, Dungeons & Dragons, Monstrous Compendium, Science-Fantasy, Warhammer

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