Altar Deserter
The defenders who once prayed here are now remembered only by chipped silhouettes. The outlaw took shelter in the shrine after deserting the tower's garrison. They keep watch because the shrine gives them a view of the approaches and because leaving the tower alone feels more dangerous.
Altar Deserter
Combat
AC 12 · HP 9 · CR 1/8 , low threatAltar Deserter
Actions
- Role
- Low-threat sentry and negotiable humanoid opponent
- Built for
- Any level; suitable as a minor encounter for a level 1 party
Gear
- Leather armor (Armor, 10 gp)Worn but serviceable armor beneath a patched coat.
- Shortsword (Weapon, 10 gp)A plain, nicked blade carried at the belt.
- Light crossbow and 10 bolts (Weapon and ammunition, 25 gp total)A battered crossbow and a small bundle of bolts.
- Travel odds and ends (Supplies, 1 gp)A few damp blankets, a tinderbox, and a ration wrapped in cloth.
Notes for the game master
Tactics
Opening
From cover behind the shrine, the deserter calls for intruders to stop and identify themselves. If they advance or threaten the deserter, fire one crossbow bolt before closing or slipping away.
Mid-fight
Use the shrine's L-shaped walls to break line of sight, then fire the crossbow at anyone who approaches openly.
End of the fight
If cornered, the deserter fights only long enough to make an escape. They surrender when reduced to 2 hit points or fewer if offered a believable way out.
Retreat
The deserter flees through a known passage when outnumbered or when an ally falls. They do not pursue fleeing characters.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A tired human in a patched coat keeps low behind the chipped stone figures. Their boots are caked with soot, one sleeve is stiff with old blood, and a short sword rests within easy reach of a heap of damp blankets.
Behavior
Nervous and watchful, the deserter keeps an escape route in mind and dislikes being surprised. They may bluff about having reinforcements, but they are more interested in surviving than holding the shrine.
How it lives
A lone fugitive can live for several days on scavenged food and stolen supplies. The shrine is not a true lair, but its blankets and position make it a useful place to rest and watch the corridors.
Lair
A broad L-shaped shrine once dedicated to Sootwatch Tower's defenders. Its carved figures have been chipped away, and damp blankets fill one corner. The shrine offers half cover to a creature crouching behind its stone ledge, at the DM's discretion.
- Habitat
- Dungeon, especially abandoned fortifications and ruined towers
Signs that it is near
Tags
Lore
The defenders who once prayed here are now remembered only by chipped silhouettes. The outlaw took shelter in the shrine after deserting the tower's garrison. They keep watch because the shrine gives them a view of the approaches and because leaving the tower alone feels more dangerous.
What drives it
Stay alive, keep a place to sleep, and avoid being returned to the tower's authorities.
After the fight
If spared, the deserter may reveal a route through the tower or identify a nearby danger. The shrine remains a quiet place to rest once the blankets and watchful outlaw are gone.
“The outlaw took shelter in the shrine after deserting the tower's garrison.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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