Fiddlesticks - The Ancient Fear

by Zrin

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Fiddlesticks, the Ancient Fear

Medium fiend (demon), Chaotic Evil


  • Armor Class 18
  • Hit Points 180 (15d12)
  • Speed 45 feet

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 5 (-3) 5 (-3) 17 (+3)

  • Saving Throws Charisma +8, Dexterity +7
  • Skills Acrobatics +8, Deception +8, Intimidation +8, Stealth +7
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, piercing and slashing from nonmagical sources
  • Damage Immunities Necrotic
  • Condition Immunities Banishment, Charmed, Frightened
  • Senses Any creature with an intelligence of 3 or higher within 1 mile
  • Languages Any that belonged to creatures that Fiddlesticks has killed
  • Challenge 14 and 11,500xp

Traits

Supernatural attacks. All damage dealt by Fiddlesticks is counted as magical for the purpose of overcoming resistances.

Actions

Multiattack. Fiddlesticks can use Terrify and Reap twice on its turn.

Reap. Melee weapon attack: +8 to hit, 10 foot reach, up to three targets. 18 (3d10 + 2) slashing damage.

When attacking with Reap, Fiddlesticks chooses a 5 foot space to be the center, and a 5 foot space on opposite sides of the center, making a separate attack roll for each space.

A creature struck in one of the outer spaces has their movement reduced to zero until the end of their next turn.

A creature struck in the center space takes an additional 5 (1d10) slashing damage, has their movement reduced to zero and cannot speak until the end of their next turn.

Fiddlesticks has advantage against creatures within 5 feet of an effigy.

Terrify. A creature within 10 feet of Fiddlesticks must succeed on a DC 18 Wisdom saving throw or take 1d4 psychic damage and become frightened of Fiddlesticks until the end of Fiddlesticks' next turn.

Fiddlesticks wants to spread fear to as many creatures as it can, thus it cannot use Terrify on the same target twice in a row.

Fiddlesticks can use Terrify as though it were standing in the place of any of its effigies.

Bountiful Harvest. Fiddlesticks tethers itself to every creature within 20 feet of itself, concentrating like a spell. Bountiful Harvest ends on all creatures if Fiddlesticks has its concentration broken, and ends on a single creature if that creature moves more than 20 feet away from Fiddlesticks after having been tethered.

At the end of a tethered creatures' turn, they take 5 (1d10) necrotic damage, and Fiddlesticks regains hit points equal to the amount rolled.

If Bountiful Harvest kills a creature or reduces it to zero hit points, an effigy appears in its space, wearing an illusory copy of its equipment.

Fiddlesticks can use Bountiful Harvest from an effigy as though it were standing in its place, and is able to regain hit points when Bountiful Harvest is used in this way.

Reactions

Crowstorm. When Fiddlesticks is reduced to half of its hit points or fewer, it arches backwards, the cage in its chest crashes open and fills a 60 foot radius with the cacophany of screeching crows. Until the start of Its next turn, Fiddlesticks can only use bonus actions, and its speed it reduced to zero.

At the start of Fiddlesticks' next turn, Fiddlesticks teleports to an empty space it can see within 30 feet of itself, or to the location of one of its effigies, destroying it.

Upon teleporting, Fiddlesticks uses Terrify on every creature within a 60 foot radius, and they must also succeed on a DC 18 Constitution saving throw or take 8d6 necrotic damage, taking half as much on a success.

Bonus Actions

A Harmless Scarecrow. Fiddlesticks places a medium-sized effigy (1 HP, 10 AC) identical to itself within 15 feet in an empty space that it can see. When an effigy is destroyed, it dissolves into worthless charcoal and bits of straw.

The effigy looks like a regular scarecrow to any creature that fails a DC 18 Intelligence (Investigation) or Wisdom (Perception). Truesight or Detect Magic will overcome this automatically, with Detect Magic showing an aura of Conjuration and Illusion magic.

If a creature succeeds on their Search action, they become aware that the effigy is not a mundane object, and instead detects a sinister presence within it.

Fiddlesticks can move into the space of one of its effigies, taking its place and posing as one.

If creature is inspecting Fiddlesticks when it is posing as an effigy, the DC for an Intelligence (Investigation) or Wisdom (Perception) is 16 instead, and Fiddlesticks uses its reaction to use Reap or Terrify as soon as it has been detected by another creature.

Crowstorm: Extra deadly

The design of Crowstorm as written is to capture the essence of what Fiddlesticks is in League of Legends - a horrifying creature that can quite literally jumpscare you.

You may want to raise the stakes a little further if your group is the kind that likes extreme challenges, or prefers more gritty experiences. to characters that go up against this relentless, terrifying bringer of fear and death. For less 'jumpscare meme' vibe if you suspect that your players won't feel challenged enough, or if you simply want to raise the stakes more, consider replacing the Terrify aspect of Crowstorm with the following:

Upon teleporting, Fiddlesticks is surrounded by a 60 foot radius sphere of necrotic energy and supernatural crows. Any creature within the radius must succeed on a DC 18 Constitution saving throw or take 8d6 necrotic damage, taking half as much on a success.

The sphere lasts until the end of Fiddlesticks' turn, and any creature that is reduced to zero hit points is killed, restoring hit points to Fiddlesticks equal to half of the dead creatures' maximum hit points.

 

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