Neart (5e Creature)

From D&D Wiki

Jump to: navigation, search

Neart

Medium humanoid (neart), chaotic neutral


Armor Class 16 (Half Plate)
Hit Points 75 (10d8 + 30)
Speed 30 ft., climb 15 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 12 (+1) 16 (+3) 14 (+2)

Saving Throws Str +7, Con +6
Skills Athletics +7, Insight +6, Intimidation +5, Perception +6, Survival +6
Condition Immunities frightened
Senses passive Perception 16
Languages Common, Goblin, Orc, Neartian, and Sylvan
Challenge 5 (1,800 XP)


Aggressive. As a bonus action, the neart can move up to its speed toward a hostile creature that it can see.

Brute. A melee weapon deals one extra die of its damage when the neart hits with it (included in the attack).

Fey Ancestry. The neart has advantage on saving throws against being charmed, and magic can't put the neart to sleep.

Fey Slayer Weapons. The neart's weapon attacks are magical. When the neart hits a fey with any weapon, the weapon deals an extra 1d8 extra damage.

Martial Advantage. Once per turn, the neart can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the neart that isn't incapacitated.

Quick Reflexes. The neart gets one extra reaction.

Raider. The neart has advantage on Charisma (Intimidation) checks and may make one as a bonus action.

Rampage. When the neart reduces a creature to 0 hit points with a melee attack on its turn, the neart can take a bonus action to move up to half its speed and make a bite attack.

Relentless (Recharges after a Short or Long Rest). If the neart takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Stability. The neart has advantage on saving throws or abillity checks against being pushed or knocked prone.

Wrestler. The neart has advantage on Strength (Athletics) checks to initiate a grapple and may make one as a bonus action.

ACTIONS

Multiattack. The neart makes four attacks: either two spear attacks and two falchion attacks or four javelin attacks..

Spear. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) peircing damage.

Falchion. Melee Weapon Attack: +3 to hit, reach 5., one target. Hit: 13 (2d8 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

REACTIONS

Parry. The neart adds 2 to its AC against one melee attack that would hit it. To do so, the neart must see the attacker and be wielding a melee weapon.

Unbridled Fury. In response to being hit by a melee attack, the neart can make one melee weapon attack with advantage against the attacker. It may substitute the melee attack with grapple attempt.

The boom of war drums, the flying of javelins through the air, and the death howls of countless beings echo as the neart hordes gather to hunt and slay. All across the Feywild, where they Faerie Courts hold no power, these legions ready themselves for domination, similar to the hobgoblin armies of the Material Plane.
Nearts are tall and imposing, rippling with powerful muscles and two pairs of arms, the lower pair being smaller than the upper. Their iridescent, raven black skin makes their ruby or red eyes pop, as with their violet or deep blue hair. They live only slightly longer than humans, though often die sooner due to their love war.

Fey Descent. Neart seem to be descended from the Fey, if not actually Fey themselves, similar to elves. Unlike elves, however, the nearts have no love for the Fey, in fact seeking to subjugate them whatever chance they get.

Warrior Art. Nearts consider themselves artists, and their art is conquest: nearts train themselves every day in preparation for war, and every action, apart from the most mundane of them, is to further the efforts of the war band. Force alone is not enough to lead them, however: nearts decide their leaders based on experience; experience being whether past military campaigns have ended in success or in failure; those who have succeeded more than they have failed are more likely to attract followers, and less likely to lose their loyalty if they fail, while those who have failed more often than they have succeeded lose followers quickly and are eventually forced to become followers themselves.
To ensure their success, nearts train with many types of weapons and craft military arms and machines, specifically designed to defeat the denizens of the Feywild. To shirk off even shining a blade is not tolerated and may result in banishment from the war band: neartian standards of discipline would even push hobgoblins to the brink. Apparel of foot soldiers and grunts is simple and dull-colored, while those of higher rank dawn is more elaborate uniforms with more striking colors, often blood red, amethyst, and jet black.

Feyslayer Armada. Warbands, in neart society, are small tribal groups, which when united under a powerful leader become an armada. Within these armadas, neart is a soldier, from the lowliest grunt all the way up to the leader of the armada, known as the brigadier-war king, and his many lieutenants. This “king,” however, in name only; one has no actual claims to anything and is merely the most skilled and experienced warrior and tactician among the legion. Despite having no actual power, in the political sense, he commands a cult-like reverence among his followers. As this individual is the most skilled in combat and in leadership, the war king also is generally the oldest member of the armada, a feat that demands a legend in and of itself.
While armadas can and do wage war against each other, these are not as common as in hobgoblin legions, with much of the infighting left the smaller warbands. Neart armadas upon meeting are more likely to partake in the trade of goods, armaments, siege engines, soldiers, and slaves, and they almost universally consider the fey to be the greater enemy than themselves.

Cruel Conquerors. Nearts spend every waking moment training and strategizing for battle, always scouting out the movements of fey and mass producing weapons, armor, and machines of war. Any small groups of fey within the area are to be taken out, quickly and brutally. This is where the armada employs the Galloglaigh, a specialized order found in every armada, which serve as heavy infantry and skirmishers.
Despite their hatred of all things, fey, fey creatures can be in abundance within armadas-shackled up as slaves and concubines. To make sure that all the nearts of the armada can focus solely on soldiering, nearts enslave fey to do they beneficial jobs to keep a large group together: this continues on forever in the rare event the armada decides to settle.

Liberating Slavedrivers. As long as neartian civilization has existed, they have used slavery to survive. With all aspects of armanda handled by these slaves, all the nearts in the armada are free to devote their lives solely to warfare. However, it should be noted that nearts do not think of themselves as totalitarian dictators of the fey: they see themselves as liberators, leading the fey to a more fulfilling life, as they believe the fey to live a lesser lifestyle than them. By serving the nearts, so they tell their slaves, they are guaranteeing the survival of them all and a great place in the afterlife. Some fey have even been indoctrinated into this school of thought, and will sabotage fey settlements for neartian dominance.

Domination and Demand. Nearts settle, just as with hobgoblins, in areas with abundant resources, although they do not have a preference for forests and mountains. Their strongholds are permanent settlements devoting to staging invasions and conquest and spreading neartian influence over the Feywild.
Neartian brigadier-war kings always take up reconnaissance of the enemy and are just as effective at sieges as hobgoblins, but they will always send a messenger a day ahead of the army to demand their surrender: they truly do believe themselves to be leading those they conquered to a better afterlife, and for them, it’s more about the conquest the battle itself.
Neartian fortifications are some of the strongest in not just the Feywild, but also the Material Plane and Shadowfell, all combined together. The construction of buildings is made for efficiency, not flair, and many strongholds have massive, multipurpose rooms, to save resources, and the most well known of them in these fortresses is universally the dungeon, with a disturbing torture chamber to boot.

Galwhas’s Great Aspirations. The nearts worship is sole of the god, Galwhas, who dwells in his own corner of Acheron. It is in his name they conquer the fey, but he has greater ambitions in mind: once all the Feywild is conquered and the Faerie Courts are no more, he will turn them towards the Material Plane and the Shadowfell, and won’t stop until every corner of them is under neartian rule. Once this is the case, the armies of Gruumsh and Maglubiyet will be weakened and forced sware fealty or die, leaving Galwhas the supreme god of Acheron.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: