Knocker
Knockers live below the lowest worked level and do not come up. The knocking is a language and a warning both, and a hold that has learned to read it gets a minute's notice before a gallery goes. Terms between a knocker seam and a hold are settled once a generation by tapping on a wall for three days.
- Physiology
- Humanoid
- Size
- Small
- Speed
- 25 ft., burrow 10 ft.
- Armor class
- 15
- Hit points
- 60 (11d6 + 22)
- Proficiency
- +2
- STR 11 +0 save +0
- DEX 16 +3 save +5
- CON 15 +2 save +2
- INT 15 +2 save +2
- WIS 16 +3 save +5
- CHA 11 +0 save +0
- Skills
- Perception +5 , Stealth +5 , Survival +5 , Technology +4
- Passive Perception
- 15
- Senses
- darkvision 120 ft., tremorsense 60 ft.
- Languages
- Gnomish, Dwarvish, Common
- Found in
- Subterranean
Equipment
Traits
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Knocking
The knocker communicates through solid rock up to a mile, and a creature that has learned the pattern can understand it. A hold that has learned the pattern is warned of a collapse a minute in advance.
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Stone Camouflage
The knocker has advantage on Stealth checks in rocky terrain.
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Ore Sense
The knocker knows the location and quality of every ore body within 300 feet.
Actions
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Multiattack
The knocker makes two Rock Pick attacks.
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Rock Pick
+5 to hit · reach 5 ft.
1d6 + 3 piercing damage
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Sling
+5 to hit · medium range
1d6 + 3 bludgeoning damage
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Bring Down the Roof
A 10-foot square of ceiling within 30 feet comes down. Each creature under it makes a DC 13 Dexterity save, taking 2d10 bludgeoning damage and being Restrained on a failure, or half as much on a success.