Dargashu’un the Vile – (COTCG)
A small humanoid with a prickly white beard adorned with crystals. He wears almost nothing, except for a red hat and a loincloth. He always carries a crystal sickle that grants him psionic powers. Mad slaughter is what can be found wherever he has been. Some have tried to banish the creature from the grove, but its foul magic keeps it where it is. The madcap is always followed by his hyena like companions, who support him in his conviction of slaughter. The gnolls and flinds feel a deep connection to Dargashu’un’s psyckle. Their ignorance resulted in obedience, fortunately for the madcap Dargashu’un.
Mad Red Caps
Many a redcap bone can be found within the bloody cave where this monstrosity resides. The cannibal’s hunger for fey creatures caused him to turn even on his own; the decision made in sheer hunger. Now he is feared most across the grove by fey creatures residing within.
Whisper’s of Yeenoghu
The former madcap’s weapon contains a remnant of a flind, who enticed the madcap to eat his fellows. This made the Madcap feared by all fey creatures, except for those allied with the lord of Slaughter. The weapon also grants Dargashu’un his magic, which he uses to sow disarray onto the battlefield, to isolate and then devour his foes. The flind also orders the madcap to perform dark rites to create gnolls.
Dargashu’un’s influence is clearly indicated by the mangled viscera spread across sites within his domain, as well as sights of clear dread to any within close proximity.
- Within 1 mile of his domain, the air smells like rotten flesh, even if none is in sight
- Marks of Yeenoghu made in blood are found often, marking trees, large stones or other landmarks.
- Within 7 miles of the lair, blood and viscera can be found throughout the area
On initiative count 20 (losing initiative ties), Dargashu’un can take one lair action to cause one of the following effects; Dargashu’un can’t use the same effect two rounds in a row.
- Dargashu’un summons bloody mist in a 20 foot radius somewhere within its lair which dissipates at the start of the next round. It is considered heavy obscurement.
Dargashu’un the Vile
Small fey, chaotic evil
Armor Class 14 (natural armor)
Hit Points 95 (10d8 + 20)
Speed 40 ft.
|18 (+4)||13 (+1)||18 (+4)||14 (+2)||13 (+1)||8 (-1)|
Senses passive Perception 14
Skills Perception +4, Survival +4
Challenge 6 (2300 XP)
Crystal Boots. While moving, Dargashu’un the Vile has disadvantage on Dexterity (Stealth) checks.
Innate Spellcasting. Dargashu’un the Vile innate spellcasting ability is Intelligence (spell save DC 13). He can innately cast the following spells, requiring no components:
At will: friends, Tasha’s hideous laughter, fog cloud, crown of madness
3/day each: web, major image, hypnotic pattern
1/day each: dimension door
Outside Strength. While grappling, Dargashu’un is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Multiattack. Dargashu’un the Vile makes one psyckle attack and uses its bile spew or its crystal charge
Psyckle. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) slashing damage. On hit, the target must succeed on a DC 14 Wisdom saving throw or have disadvantage on its first attack roll or ability check within 10 minutes.
Bile spew. Ranged Weapon Attack: +7 to hit, reach 5ft., one target. Hit 18 (5d6 + 1) acid damage.
Crystal Charge. Dargashu’un moves up to its speed to a creature it can see and kicks with its crystal boots. The target must succeed on a DC 15 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.
Dargashu’un the Vile can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Dargashu’un the Vile regains spent legendary actions at the start of its turn.
Reposition. Dargashu’un the Vile moves up to his movement speed; he ignores difficult terrain when moving this way.
Cast spell (2 actions). Dargashu’un the Vile casts a spell.