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Most Recent Creation
MOREFleshbound Clockwork Solitary, Large, Stealthy, Terrifying Razor sharp claws (d10 damage 1 piercing) 20 HP 3 armor Special Qualities: Fleshy torso, Metallic appendages We camped that night beneath a great dome in the Undertombs. Before us stood the great sarcophagus. On it in elven runes was a dire warning, "Here lies the elven queen, bound here forever for her crimes. Let he who reads these words beware to break this seal." A clear enough warning you might think. The trouble was, we had traveled a hundred leagues down into the dark to free her, so that we might learn the only spell to save our people. Our party loudly debated what we should do for many hours, until at last put the decision off and, one by one, went to sleep. That's when it came, slowly descending from the dome above by a cable, a great mass of quietly ticking gears, bound together by sinews of muscle. It inhaled, and our ring of torches began to burn low. Then there was a flash of lightning and whirring of gears as it struck. Our paladin was the first to die. One by one we fell, till I alone was faced with a terrible question, "Do I, in my desperation, break the seal?" Instinct: To keep the Elf Queen in her tomb.
- Sneak Attack: When player characters Make Camp in the tombs, it will try to get the drop on them.
- Drain Energy: When it draws the energy from all nearby artificial light sources to itself (dimming them or putting them out), it gains X hold per light source.
- Lightnings: When it unleashes a blast of electricity, it can spend 2 hold to deal 2d6 damage to all enemies.
- Weakness: A player character may Defy Danger with Wisdom to discern its fleshy weak spot. All player characters who know the weakness may ignore its armor.
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Most Recent Up-vote
MOREFleshbound Clockwork Solitary, Large, Stealthy, Terrifying Razor sharp claws (d10 damage 1 piercing) 20 HP 3 armor Special Qualities: Fleshy torso, Metallic appendages We camped that night beneath a great dome in the Undertombs. Before us stood the great sarcophagus. On it in elven runes was a dire warning, "Here lies the elven queen, bound here forever for her crimes. Let he who reads these words beware to break this seal." A clear enough warning you might think. The trouble was, we had traveled a hundred leagues down into the dark to free her, so that we might learn the only spell to save our people. Our party loudly debated what we should do for many hours, until at last put the decision off and, one by one, went to sleep. That's when it came, slowly descending from the dome above by a cable, a great mass of quietly ticking gears, bound together by sinews of muscle. It inhaled, and our ring of torches began to burn low. Then there was a flash of lightning and whirring of gears as it struck. Our paladin was the first to die. One by one we fell, till I alone was faced with a terrible question, "Do I, in my desperation, break the seal?" Instinct: To keep the Elf Queen in her tomb.
- Sneak Attack: When player characters Make Camp in the tombs, it will try to get the drop on them.
- Drain Energy: When it draws the energy from all nearby artificial light sources to itself (dimming them or putting them out), it gains X hold per light source.
- Lightnings: When it unleashes a blast of electricity, it can spend 2 hold to deal 2d6 damage to all enemies.
- Weakness: A player character may Defy Danger with Wisdom to discern its fleshy weak spot. All player characters who know the weakness may ignore its armor.