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Special Conversion Thread: Sheens


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Like a car, I guess. 2500 lb?

Electrical discharge is still talking about slam attack. I suggest we switch to blade arm attack, since that's primary (or we could also allow rotating blade mandibles if you like).
 




Roller

A roller’s body is composed of two parts. The lower chassis takes the form of six metallic barrel-like wheels on flexible axles. This “roller chassis” connects to the upper body via a short flexible stalk, allowing the upper body to swivel in all directions. The upper body is a mass of irregular iron and crystal nodes, spheres, and chips. The main purpose of the upper module seems to be as an anchor for the two massive metallic arms that protrude from either side. The arms are jointed in three places and end in large shovel-like hands edged with tiny, metal teeth. Rollers appear in two sizes: Medium (standing 7 feet tall with 6 HD) and Huge (standing 15 feet tall with 18 HD).

Sheenchasers theorize that rollers serve the cyst in two ways. They perform heavy digging and construction, as their shovel-like hands are particularly well suited for such tasks. However, in the face of armed resistance from biological life, rollers are also useful as powerful defenders of a cyst or elite portions of a sheen strike team.

Rollers must return to the machine cyst in which they were constructed once every month to replenish their energy stores. If a roller’s energy is depleted and not replenished, it becomes inert. Those who fight and salvage sheens have had some success in “recharging” rollers with finely focused shocking grasp spells.

Roller, sheen (6 HD: 2d4, 18 HD: 1d2): AC -3 (iron chassis); MV 9 (24 on smooth surfaces); HD 6 or 18; hp 48 or 164; THAC0 15 or 4; #AT 2; Dmg 6 HD: 4d4, 18 HD: 4d10 (shovel-enhanced arms); SA grasp, 18-HD version can attack foes up to 10 feet away; SD Grade 3 defensive field, immune to all mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility; SZ M (7’ tall) or H (18’ tall); ML Champion (16); AL N; XP 650 or 9,000; Str 14 or 24, Dex 9, Con 20, Int 7, Wis 5, Cha 0.
SA – Grasp. If a roller strikes the same foe with both of its attacks in the same round, the roller grapples the foe and attempts to pull it in two. The foe (or a friend of the foe) can attempt a Bend Bars/Lift Gates roll each round to break free. Each round the foe remains in the roller’s grasp, the roller automatically inflicts its maximum possible damage.
SD – Grade 3 defensive field. Rollers constantly generate a physical protective field from virtual particles. Generally invisible, the defensive field drain 3 points of damage from every successful attack directed at the sheen, to a maximum of 108 hit points/day. Magical attacks that deliver direct damage, such as fireball, lightning bolt, and so on, are also affected by the defensive field, but only after respective saving throws are made.
SW - Magic Susceptibility. Most forms of machines are unsuited to resist mage, with the exception of mind-affecting magic. Sheens make saving throws against all spells with a -3 penalty, and sheens suffer an additional +1 point of damage per die of damage delivered from spells that cause physical harm. Thus, a 6d6 fireball inflicts 6d6+6 points of damage to a sheen.

Originally appeared in Dragon Magazine #270 (2000).
 


Yes, make it scalable and only one stat block, this gives us the HD progression easily and limits going larger.

Leave the rest upto the DM.
 

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