The Pawns exist only for war. Only for service. It is not theirs to ask questions, to disobey. They march to destruction in the ecstasy that is obedience. There is only the King, only the Queen. There is only the Game.
Small construct, lawful neutral
Armor Class 16
Hit Points 11 (2d10)
Speed 30 ft.
|13 (+1)||12 (+1)||10 (+0)||8 (-1)||9 (-1)||10 (+0)|
Saving Throws Strength +3, Dexterity +3
Skills Athletics +3, Perception +1
Damage Resistances piercing and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities poison, psychic;
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common, telepathy 60 ft.
Challenge 1/2 (100 XP)
- Checkmate. A Pawn is destroyed, crumbling to dust, if its King is ever destroyed.
- Impossible Stone. A Pawn’s attacks and weapons are considered magical for the purposes of the damage they deal so long as the Pawn is alive.
- Single-minded. A Pawn is completely task orientated, never deviating from current orders unless new orders are given to it by an established superior in the Piece hierarchy (a Rook, Knight, Bishop, Queen, or King) of its own color. It is immune to most forms of persuasion and coercion.
- Spear of Impossible Stone. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
- Impossible Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 +2) piercing damage.
A Pawn looks like a relatively well-equipped foot soldier made of stone, wearing what appears to be a simple steel helm and chainmail (although in actuality a Pawn’s armor and clothes are a part of its body). In its hands, it usually wields either a spear or a crossbow made of the same black or white magical stone its body is comprised of. When a Pawn is destroyed, its equipment loses its magic as well, rendering the crossbow useless and the spear little more than a fragile (if curiously beautiful) non-magical weapon.
While they are certainly dwarfed in power by the elites they serve, the Pawns are a force any outside state would envy for their loyalty, bravery, and combat efficiency. They can march any distance without stopping, requiring no food or drink, and can immediately jump to combat as necessary. Aside from coloring, both Black and White’s pawns are identical in strength and skill, and they are by far the most numerous of the Pieces in any Game. To be destroyed in service to their King and Queen is the ultimate end in the mind of any Pawn. Their only fear is that of the Checkmate.