So my players are actually insane. They have created something truly monstrous that I'm going to try and do justice...
We'll see.
This past Monday, I had a session in which my party found themselves facing down bandits. They fought them, killed most of them, and drove the archers into the woods. It was a trouncing victory that surprised me and them.
After we began to go over the loot in the camp, I pulled up a random trinket generator and had them roll a few times. The setting is rife with little oddities and magical trinkets, so three "common" magic items really doesn't inflate their power level by much. One item, however, immediately changed their low-level paradigm.
In a game where treasure generates XP and getting things out of dungeons and back to a sanctuary is a priority, an item which enables players to move heavy objects can be a huge boon. This particular item effectively gave the party two mules' worth of carrying capacity that they could use to haul one object. The item was a pair of carved wooden mule legs that were enchanted to follow the owner in loyal fashion, plodding along, hauling whatever the legs are attached to.
The second trinket of three was a jester's mask that the rogue tried on. She immediately provoked an attack from a party member who failed his Charisma save against the magical effect: attacking the wearer of the mask exactly once. The effect is constant, only works on a creature once, and only works if a creature can see the mask. I spitballed the DC at 11.
In the next ten minutes, my players designed the following horror from a decapitated head, the mule legs, and the mask. Though they didn't make it in the game, they came up with such a visceral image and way to use it, I couldn't resist writing up stats for the damn thing. One of my players even gave it this weird little panting noise it makes as it totters around following its owner. My wife had the most appalled look on her face the entire time. It will fuel my nightmares forever.
I give you, the Terror Totter.
Terror Totter
small n. construct
ac 10
hp 18 (4d8)
speed 30 ft.
+2 Str. mod/+1 Wis. mod/+0 Con., Dex. mod/-4 Int., Cha. mod
saves Str. +4
damage resist non-magical bludgeoning, piercing, and slashing, and necrotic
immune charmed, deafened, exhaustion, frightened, paralyzed, petrified, and poisoned; poison and psychic damage
senses darkvision 60 ft., passive perception 11
languages ---
challenge 1/2
Antimagic Susceptibility as Animated Armor (MM 19)
Undead Fortitude as Zombie (MM 316)
Actions
Incite Rage. As an action, the Terror Totter can force every creature within 30 feet that can see it to make a DC 11 Charisma saving throw. If a creature fails, it must immediately use its reaction to make a ranged or melee weapon attack against the Terror Totter. If the creature is unarmed, it must immediately draw a melee or ranged weapon and use it to make the attack. Once a creature has been the subject of this effect, it is immune to it forever.
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
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