Bestiary · Humanoid

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.

Knocker, drawn at Small scale
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

  • 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.

  • Stone Camouflage

    The knocker has advantage on Stealth checks in rocky terrain.

  • Ore Sense

    The knocker knows the location and quality of every ore body within 300 feet.

Actions

  • Multiattack

    The knocker makes two Rock Pick attacks.

  • Rock Pick

    +5 to hit · reach 5 ft.

    1d6 + 3 piercing damage

  • Sling

    +5 to hit · medium range

    1d6 + 3 bludgeoning damage

  • 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.