TrevBert

Two From the Heart

This month we had an extra Monday, so Trevor and Robert combined their powers and each made a monster based on the theme of the Month. Robert brings you a predator that uses cute as camouflage. Trevor brings you a fun new take on a Valentines Day creature we all know.

Fluffy Reaver

Animals adapt to their environment, this process continues in the Outer Planes, predators and prey adapt to surroundings. People often forget in the good aligned Planes that the wilderness is still wild, and there are predators out there.  Fluffy Reavers are most often found lurking near the realms where gods of Love hold sway. While not common, they sometimes find their way to Prime planes.

Hiding In Plain Sight.  Fluffy Reavers are quite bold for predators, and very intelligent. They often attempt to venture into towns, and settlements. This is not for hunting, but to merely establish a presence. People grow accustomed to things they see every day, and Fluffy Reavers uses this as camouflage. In fact while in towns, they behave like the cute and fluffy Forest creatures they pretend to be, even allowing villagers to pet and “feed” them. Often they will run from combat instead of fight, if they are in a town.
Fluffy Reavers are crepuscular hunters, typically active for an hour or two after sunset, or for an hour or two before sunrise. Most will not make a lair within a village, but they will spend most of the day in a town or settlement if they can, leaving to the outskirts of their adopted village to hunt. Fluffy Reaver lairs typically have a pile of bones of their prey, and they take great pains to hide bodies of their kills.

Vicious Hunters.  Fluffy Reavers in the wild typically keep up the cute act for as long as possible. To get as close to prey as they possibly can. However, Fluffy Reavers in the wild are tenacious predators. Once they strike they will follow and attempt to kill their prey for as long as possible. The only safety is to go to the nearest town and wait for the next sunrise. Fluffy Reavers have a compulsion to not blow their cute and cuddly cover in town. They will likely follow a person into town, but while there they will spend the night simply trying to coax their prey out of the city. Purring and wanting to be petted the whole time.
When Fluffy Reavers begin their attack they reveal sharp poisoned predatory teeth, and extend their claws to a unnatural length. The cute visage of a cat crossed with a teddy bear falls away to a savage and frightening monster.

Fluffy Reaver
Medium monstrosity, neutral
Armor Class 15
Hit Points  66 (10d8 + 30)
Speed 40ft, Climb 30ft

Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)

Saving Throws Strength +7, Charisma +6.
Skills Stealth +6
Damage Immunity Poison
Condition Immunity Poison
Senses darkvision 60feet., passive Perception
Languages – Common (they cannot speak it, but seem to understand it as well as a dog)
Challenge 4

Assassinate. During its first turn, the Fluffy Reaver has advantage on attack role against any creature that hasn’t taken a turn. Any hit the Fluffy Reaver scores against a surprised creature is a critical hit.
Pounce. If the Fluffy Reaver moves at least 20 feet straight toward a creature and this hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Fluffy Reaver can make one bite attack against it as a bonus action.

Actions
Multiattack. The Fluffy Reaver can make two claw attacks, or one bite attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6+4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d6+4) piercing damage plus 7 (2d6) poison damage.


Putto

Putti are mischievous fey who resemble young human boys with wings. Though they are often confused with celestials, they are in fact hedonistic revelers like their friends the satyrs and serve no gods except under duress. However, their angelic appearance often fools unsuspecting humans and the putti even learn the celestial tongue to maintain the deception, posing as angels and issuing nonsensical prophecies and proclamations. They love playing pranks on humanoids, particularly clerics and monks, and wreaking havoc with their magical arrows. Their favorite ploy is making one lover in a couple revolted by the other or infatuated with someone else totally inappropriate for their age or station.

Putto
Small Fey, Chaotic Neutral
Armor Class: 14
Hit Points: 27 (6d6+6)
Speed: 20 ft., fly 30 ft.

Str 6 (-2), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 15 (+2)

Skills: Deception +5, Perception +4, Stealth +6
Senses: passive Perception 14
Languages: Common, Celestial, Sylvan
Challenge: 1/2 (100 xp)

Magic Resistance: The putto has advantage on saving throws against spells and other magical effects.

Actions
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage.
Arrow of Attraction (recharge 6). Ranged Weapon Attack:  +6 to hit, range 80/320 ft., one target. Hit: The target must succeed on a DC 14 Wisdom saving throw or be charmed by the first creature they see on their turn for one hour. If there are multiple creatures within their sight, determine randomly. While charmed this way, the target will make every effort to stay near and defend the creature they are charmed by, believing themselves to be in love with them, though they will not act outside their usual alignment. If the object of their affection attacks them, the target makes another saving throw with advantage.
Arrow of Revulsion (recharge 6). Ranged Weapon Attack:  +6 to hit, range 80/320 ft., one target. Hit: The target must succeed on a DC 14 Wisdom saving throw or be revolted by the first creature they see on their turn for one hour. If there are multiple creatures within their sight, determine randomly. The target becomes hostile towards that creature and is frightened of them. If the target is reminded of a past relationship with the object of their revulsion by another character, they can make a new saving throw.

Invisibility: The putto magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the putto wears or carries is invisible with it.

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