Hedgens are a reclusive race who dwell in the icy lands of the north. Known for their mastery of metalworking, they craft intricate gloves with built-in multi-tools that are the envy of artisans worldwide. Despite their rugged exterior, the Hedgens hold dear the bonds of family and community. They live in small, isolated communities, each led by an independent Hedge Lord. They are also fiercely territorial, attacking encroaching trespassers on sight.
When defeated, hedgens return to the fey realm, leaving behind a set of hedgen gloves and a set of hedgen boots.
Thirst for Metal. Hedgens desire for metal is unrivaled. When purchasing scrap metal they will offer twice its standard value. In combat they will attempt to retrieve unattended metal objects while still defending themselves.
Hedgen Gloves. As part of a long rest, if you have proficiency with any artisan’s tools, you can combine a set of hedgen gloves and a set of artisan’s tools to create tool gloves. These gloves function as the set of artisan’s tools used to create them.
Hedgen Boots. As part of a long rest, if you have proficiency with cobbler’s tools, you can combine a set of hedgen boots and 50 gp in a additional materials to create frostwalker boots. When worn, they allow the user to traverse ice and snow without penalty.
Hedgen
Small Fey, Typically Chaotic Neutral
Armor Class 13 (natural armor)
Hit Points 20 (4d6 + 6)
Speed 20 ft. (40 ft. when rolling, 80 ft. rolling downhill)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 14 (+2) | 10 (+0) | 12 (+1) | 15 (+2) |
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages Common, Sylvan
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Frostwalker. The hedgen’s movement is unaffected by ice or snow.
Quill Hide. A creature that touches the hedgen or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage.
Rolling Charge. If the hedgen rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Quill. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
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