Shilo The Buff PDF
Shilo The Buff PDF
A quick look around Whitwick reveals that things are • Many townsfolk have moved away, but those
amiss. All the cottages have boarded windows and heavily who have stayed have taken extra precautions,
reinforced doors. Some even feature large scratch marks like boarding their windows and keeping a strict
gouged into the wood - a successful DC 10 Intelligence curfew.
(Nature) or Intelligence (Investigation) check reveals
that a humanoid made the scratch marks. The town • The food stores of the town are dipping lower
square is deserted - in fact, not a single living soul is and lower as fewer hunters survive their
outside. excursions.
Most villagers will not answer the door. Some will peek • Only one person claims to have seen the beast,
out from their boarded windows and perhaps open the and he sits at the bar.
door a crack if the party seems friendly. The tavern will be
the easiest place for the party to gain information.
Now it's dark and you seem to have lost him... but you The second round of combat begins. Shilo can use an
are hopelessly lost yourself. Creeping quietly through the action or bonus action to reload his shotgun after 2
underbrush, you see a small cottage in the distance - the shots. Describe how Shilo dodges their swipes and
light is on. parries with ease. Finally, describe the final blow as
decapitation.
TRAP Finally, you catch him in the neck, chopping off his
head. His head topples to the ground, expressionless.
Have the head of the party's marching order roll a DC 20 You fall to your knees and catch your breath... finally
Dexterity saving throw - on a success they hear the click safe from Shilo the Buff.
of a bear trap and manage to jump out of the way in time.
On a failure, their leg is now stuck in the bear trap. The
bear trap deals 1d4 piercing damage and the player can The party has successfully defeated Shilo the Buff. If
they decide to return to Whitwick, the townsfolk
use an action to make a DC 15 Strength (Athletics)
celebrate them as heroes and shower them with
check to attempt to pry it open. Another player can step
praise. As they leave town, the clapping of the
in to help to give the trapped player advantage on their
townsfolk fades away - except for one. One of the
Strength check. On a failure, the leg is severed and the
players thinks he sees Shilo standing in the crowd
player's movement speed is halved permanently.
clapping, but he's gone in a blink.
When the fight breaks out, Shilo attacks using his hand-
axe and knife. The party can attempt to fight hand-to-
hand or try to grab Shilo's weapons using the Disarm
action. If a player rolls a critical attack, describe their
attack as stabbing him in the kidney.
Armor Class 13
Hit Points 58 (9d8+18)
Speed 30 ft., 50 ft. sprinting on all fours
Skills: Stealth +6
Condition Immunities: frightened, sleep
Senses: darkvision 60ft., passive Perception 11
Languages: Common
Challenge: 5 (1,800 XP)
Shilo Surprise. If damage reduces Shilo to 0 hit points (and he has not been decapitated), he regains all hit points in 1 hour.
Death Eyes (Recharge 5-6). One target within 60 ft. of Shilo who can see him must succeed on a
DC 13 Wisdom saving throw or become frightened until the end of Shilo's next turn. If a creature's saving throw is successful,
the creature is immune to Shilo's death eyes for the next 24 hours.
Actions
Multi-attack. Shilo makes 2 attacks: 1 bite and one melee weapon attack, or one shotgun attack.
• Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target.
Hit: 6 (1d6 + 3) slashing damage.
• Knife. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target.
Hit: 5 (1d4 + 3) piercing damage.
• Shotgun. Melee Weapon Attack: +6 to hit, range 30/90 ft., reload (2 shots), two-handed, one target.
Hit: 11 (2d8 + 3) piercing damage.
Reactions
• Parry. Shilo adds 3 to his AC against one melee attack that would hit him. To do so, Shilo must see the attacker and be
wielding a melee weapon.