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5e Rescue Encounter: Onocentaur, Bear, and Coneys

My player are not faring well against the Pulex they encountered two weeks ago. Time to send in the rescue squad. Time to introduce the Harpers.

In my campaign, the Harpers aren't all-purpose good guys, but an order specifically charged with making sure no-one ever becomes king. Mittel hasn't had a monarch since the days of the Vampire Kings (most of whom were only metaphorically bloodsuckers). Eventually everyone got sick of having to overthrow tyrants, and the Harpers were formed. They are funded by all the landed nobles, who pay up because not paying means maybe you think you should be king, and then everyone gangs up on you, lead by the Harpers.

 Anyway, these NPCs are going to show up and get the PC bacon out of the Pulex fire. They're some scruffy, backwoods Harpers.

The Harpers
Ruscoe, Onocentaur Scout (Onocentaurs are donkey centaurs. They're much smaller than centaurs, and have long, shaggy donkey ears)
Tulip, an Awakened Bear
Hannah and Hurnin, Coney Scouts and Siblings (Coneys are rabbit-guys)

Another thing about my campaign is that all the players had to start out with human characters from one village (Ballyjack), and have had to unlock playable races by encountering them through adventure. So now, they can play any of these races, should their humans die.


Centaur subrace: Onocentaur
Attributes
Abilities
Proficiency
CON +2; STR +1
Donkey Kick: When you disengage from combat, you can attack with your hooves as a free action.

Asinine Build: Count as Large size for carrying capacity. Can carry a rider. Difficulty climbing.
Skills: Animal Handling, Perception (Hearing)
Hooves: 1d6 + STR bludgeoning.

Speed
35’
Languages
Common
Choose 1

ONOCENTAUR COMMONER
Armor Class 12
Hit Points 8 (1d8+3)
Speed 50 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
9 (-1)
WIS
11 (0)
CHA
11 (0)
Skills: Perception (Hearing) +2, Animal Handling +2 
Passive Perception: 12
Languages: Common, Sylvan
Donkey Kick: When you disengage from combat, you can attack with your hooves as a free action.
Asinine Build: Count as Large size for carrying capacity. Can carry a rider. Difficulty climbing.
ACTIONS
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Farm Implement: Improvised Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

ONOCENTAUR SCOUT
Armor Class 13 (leather armor)
Hit Points 38  (5d8+15)
Speed 50 ft.
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (0)
Skills: Perception (Hearing) +4, Animal Handling +4, Nature +5, Stealth +5, Survival +5
Passive Perception: 13
Languages: Common, Sylvan
Donkey Kick: When you disengage from combat, you can attack with your hooves as a free action.
Asinine Build: Count as Large size for carrying capacity. Can carry a rider. Difficulty climbing.
ACTIONS
Multiattack: The scout makes two melee attacks or two ranged attacks.
Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Bear
Attributes
Abilities
Proficiency
STR +2; CON +1
Bite: 1d8+STR dmg.
Claws: 2d6+STR dmg.

Paws not Hands: You cannot use weapons or most tools.

Cannot Speak.
Skills: Perception
Weapons: unarmed attacks, including grappling
Speed
40’
Languages
Common

AWAKENED BROWN BEAR
Armor Class 11
Hit Points 34 (4d10+12)
Speed 40 ft., climb 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
10 (0)
WIS
13 (+1)
CHA
9 (-1)
Skills Perception +3
Senses Passive Perception 13
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.

Coney
Attributes
Abilities

DEX +2; CHA +1
Rabbit Run: Disengage as a bonus action on any turn; +2 AC when running away.

Small: Move unimpeded through space of larger creatures; can hide behind larger creatures.
Speed
25’
Languages
Common,
Coney
CONEY COMMONER
Armor Class 12
Hit Points 5 (1d6+1)
Speed 25 ft.
STR
9 (-1)
DEX
12 (+2)
CON
12 (+1)
INT
11 (0)
WIS
13 (+1)
CHA
12 (+1)
Senses. Passive Perception 13
Languages. Common, Coney
Small. Move unimpeded through space of larger creatures; can hide behind larger creatures.
ACTIONS
Rabbit Run: Disengage as a bonus action on any turn; +2 AC when running away.
Gardening Tools: Improvised Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage.

CONEY SCOUT
Armor Class 16 (leather armor)
Hit Points 15 (3d6 + 3)
Speed 25 ft.
STR
11 (0)
DEX
16 (+3)
CON
12 (+1)
INT
11 (0)
WIS
13 (+1)
CHA
12 (+1)
Skills. Nature +4, Perception +5, Stealth +6, Survival +5
Senses. Passive Perception 15
Languages. Common, Coney
Small. Move unimpeded through space of larger creatures; can hide behind larger creatures.
ACTIONS
Rabbit Run: Disengage as a bonus action on any turn; +2 AC when running away.
Multiattack: The scout makes two melee attacks or two ranged attacks.
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow: Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.


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