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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9428281" data-attributes="member: 6915329"><p>Those of you who own issue #300 may have noticed that there are dragons in it. I am not doing the dragons now. I’m working on them, but they take a <em>lot</em> of time and energy, and I don’t have nearly enough energy. Instead, I’m going to do some golems. I mean guardians.</p><p></p><p>Anyway, first up is the <strong>alchemical guardian</strong>, which is something that your artificer players can look forward to making. There’s a couple of possibilities here. You could make a schematic for one of these as an artificer-only variant on the <em>manual of guardians. </em>Optionally, it could be a replacement for the Spell Automaton you can make at 20th level. It’s quite a bit more powerful than the automaton, but c’mon, you’re 20th level.</p><p></p><p>So anyway, these guardians use the Legends and Lore, Signs, Behavior, and treasure tables of the main entry in the <em>Monster Manual</em>, although I’ll give them their own Encounters.</p><p></p><p>[ATTACH=full]375709[/ATTACH]</p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px"><strong>Alchemical Guardian</strong></span></span></p><p>The Bestiary, Dragon Magazine #302</p><p>Creature by Eric Cagle; art by Marc Sasso</p><p></p><p>Alchemical guardians are disturbing to look at. Only vaguely humanoid in shape, they are translucent, membranous sacs of swirling, oily liquids—a mixture of potions, alchemical reagents, and other noxious chemicals. The membrane that makes up their skin is relatively fragile; any puncture causes the liquid inside to spew outwards with disastrous results.</p><p></p><p>These guardians are particularly rare, as they pose just as much a hazard to their creators as they do to any interlopers. Not only can the liquids inside them damage delicate equipment and notes if spilled, but they are prone to going berserk—and will go after their creators when berserk as readily as they will attack anyone else.</p><p></p><p><strong><span style="font-size: 18px">Alchemical Guardian Encounters</span></strong></p><p><strong>Challenge Rating 5-10</strong> Alchemical guardian; alchemical guardian and bolt-thrower.</p><p><strong><em>Treasure:</em></strong> Use the treasure under Guardian Encounters in <em>Monstrous Menagerie.</em></p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Alchemical Guardian</span></span></strong></p><p><strong>Large construct; Challenge 7 (2,900 XP)</strong></p><p><strong>AC</strong> 12 (natural armor)</p><p><strong>HP</strong> 114 (12d10+48; bloodied 57)</p><p><strong>Speed</strong> 20 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 9 (-1) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 3 (-4) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 1 (-5)</p><p></p><p><strong>Proficiency</strong> +3; <strong>Maneuver DC</strong> 15</p><p><strong>Damage Immunities</strong> acid, fire, poison, psychic, bludgeoning; damage from nonmagical, non-adamantine piercing and slashing weapons</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, paralyzed, petrified, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> understands the languages of its creator but can’t speak</p><p></p><p><strong><em>Alchemical Healing.</em></strong> If the guardian consumes an alchemical liquid (acid, alchemist’s fire, antitoxin, or ether), it regains 2d4+2 hit points. At the Narrator’s discretion, other liquids created by alchemists (including potions) also heal the golem.</p><p></p><p><strong><em>Berserk.</em></strong> When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.</p><p></p><p><strong><em>Constructed Nature.</em></strong> The guardian doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><em>Immutable Form.</em></strong> The guardian is immune to any effect that would alter its form.</p><p></p><p><strong><em>Magic Resistance.</em></strong> The guardian has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Rupture.</em></strong> If the guardian takes piercing or slashing damage, noxious, burning chemicals spray from the wound. Each creature within 5 feet of the guardian must make a DC 15 Dexterity saving throw. A creature takes 5 (1d10) acid damage and 5 (1d10) fire damage and one level of fatigue on a failed save. On a successful save, the creature takes half damage and doesn’t take fatigue.</p><p></p><p><strong><em>Toxic Makeup.</em></strong> The guardian can be detected by a <em>detect poison and disease </em>spell. If the guardian is targeted by a <em>lesser restoration</em> spell or any other effect that neutralizes poison, it must make a Constitution saving throw against the caster’s spell save DC or be slowed for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The guardian makes two slam attacks.</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>13 (2d8+4 bludgeoning) damage</p><p></p><p><strong><em>Vile Breath (Recharge 5-6).</em></strong> The guardian spews poisonous, corrosive vapors in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. A creature takes 18 (4d8) acid damage and 18 (4d8) poison damage and is poisoned until the end of its next turn on a failed save, or half as much damage and isn’t poisoned on a success.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9428281, member: 6915329"] Those of you who own issue #300 may have noticed that there are dragons in it. I am not doing the dragons now. I’m working on them, but they take a [I]lot[/I] of time and energy, and I don’t have nearly enough energy. Instead, I’m going to do some golems. I mean guardians. Anyway, first up is the [B]alchemical guardian[/B], which is something that your artificer players can look forward to making. There’s a couple of possibilities here. You could make a schematic for one of these as an artificer-only variant on the [I]manual of guardians. [/I]Optionally, it could be a replacement for the Spell Automaton you can make at 20th level. It’s quite a bit more powerful than the automaton, but c’mon, you’re 20th level. So anyway, these guardians use the Legends and Lore, Signs, Behavior, and treasure tables of the main entry in the [I]Monster Manual[/I], although I’ll give them their own Encounters. [ATTACH type="full"]375709[/ATTACH] [COLOR=rgb(41, 105, 176)][SIZE=6][B]Alchemical Guardian[/B][/SIZE][/COLOR] The Bestiary, Dragon Magazine #302 Creature by Eric Cagle; art by Marc Sasso Alchemical guardians are disturbing to look at. Only vaguely humanoid in shape, they are translucent, membranous sacs of swirling, oily liquids—a mixture of potions, alchemical reagents, and other noxious chemicals. The membrane that makes up their skin is relatively fragile; any puncture causes the liquid inside to spew outwards with disastrous results. These guardians are particularly rare, as they pose just as much a hazard to their creators as they do to any interlopers. Not only can the liquids inside them damage delicate equipment and notes if spilled, but they are prone to going berserk—and will go after their creators when berserk as readily as they will attack anyone else. [B][SIZE=5]Alchemical Guardian Encounters[/SIZE] Challenge Rating 5-10[/B] Alchemical guardian; alchemical guardian and bolt-thrower. [B][I]Treasure:[/I][/B] Use the treasure under Guardian Encounters in [I]Monstrous Menagerie.[/I] [B][COLOR=rgb(41, 105, 176)][SIZE=7]Alchemical Guardian[/SIZE][/COLOR] Large construct; Challenge 7 (2,900 XP) AC[/B] 12 (natural armor) [B]HP[/B] 114 (12d10+48; bloodied 57) [B]Speed[/B] 20 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 9 (-1) [B]CON[/B] 18 (+4) [B]INT[/B] 3 (-4) [B]WIS[/B] 10 (+0) [B]CHA[/B] 1 (-5) [B]Proficiency[/B] +3; [B]Maneuver DC[/B] 15 [B]Damage Immunities[/B] acid, fire, poison, psychic, bludgeoning; damage from nonmagical, non-adamantine piercing and slashing weapons [B]Condition Immunities[/B] charmed, fatigue, frightened, paralyzed, petrified, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] understands the languages of its creator but can’t speak [B][I]Alchemical Healing.[/I][/B] If the guardian consumes an alchemical liquid (acid, alchemist’s fire, antitoxin, or ether), it regains 2d4+2 hit points. At the Narrator’s discretion, other liquids created by alchemists (including potions) also heal the golem. [B][I]Berserk.[/I][/B] When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points. [B][I]Constructed Nature.[/I][/B] The guardian doesn’t require air, sustenance, or sleep. [B][I]Immutable Form.[/I][/B] The guardian is immune to any effect that would alter its form. [B][I]Magic Resistance.[/I][/B] The guardian has advantage on saving throws against spells and other magical effects. [B][I]Rupture.[/I][/B] If the guardian takes piercing or slashing damage, noxious, burning chemicals spray from the wound. Each creature within 5 feet of the guardian must make a DC 15 Dexterity saving throw. A creature takes 5 (1d10) acid damage and 5 (1d10) fire damage and one level of fatigue on a failed save. On a successful save, the creature takes half damage and doesn’t take fatigue. [B][I]Toxic Makeup.[/I][/B] The guardian can be detected by a [I]detect poison and disease [/I]spell. If the guardian is targeted by a [I]lesser restoration[/I] spell or any other effect that neutralizes poison, it must make a Constitution saving throw against the caster’s spell save DC or be slowed for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The guardian makes two slam attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]13 (2d8+4 bludgeoning) damage [B][I]Vile Breath (Recharge 5-6).[/I][/B] The guardian spews poisonous, corrosive vapors in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. A creature takes 18 (4d8) acid damage and 18 (4d8) poison damage and is poisoned until the end of its next turn on a failed save, or half as much damage and isn’t poisoned on a success. [/QUOTE]
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