Friday, December 18, 2015

The Quiet Furnace

The last of the colored monsters from the unforgiving blast furnaces and forges, the red aligned quiet furnace.



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The Quiet Furnace
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Fallen Ferromancer

Hit Dice: 1HD (4)
AC: 6 (13)
Attacks: corrupted rockshot 3 (treat like darts 1d3)
Save: 17
Special: infect
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30

Former mages specializing in earth magic, they now serve phyrexia launching shards of rocks as a simple artillery unit. They may make up to 3 shots of rocks for 1d3 infected damage each.

MoltenSteel Dragon

Hit Dice: 4HD (16)
AC: 3 (16)
Attacks: 2 claws (1d6+1) and bite (1d8+1) or breath attack
Save: 13
Special: breath weapon, flying
Move: 9/ 15(flying)
Alignment: Chaos
Challenge Level/XP: 6/400

Constructed in the likeness of dragons these machines of war tower over their foes breathing a line of molten steel 60ft long. Those who fail their save take 8 points of damage, then 4 damage again for the next 2 rounds as it burns its way through armor.

Razor Swine

Hit Dice: 1HD+6 (10)
AC: 5 (14)
Attacks: bite (1d8)
Save: 17
Special: infect, First strike, razor barbs
Move: 12
Alignment: Chaos
Challenge Level/XP: 4/120

The razor swine is a massive warthog covered in serrated barbed armor across its entire body. Any hit against it with a melee weapon causes the attacker to take 1d4 damage from the barbs.

Slash Panther

Hit Dice: 2HD+2 (10)
AC: 6 (13)
Attacks: 2 claws (1d6+1) or bite (1d8+1)
Save: 16
Special: Haste
Move: 18
Alignment: Chaos
Challenge Level/XP: 4/120

Created with speed and savagery in mind, the slash panther is incredibly fast capable of leaping onto prey and slaying it before they even knew it was there. If it hits with both claws it can automatically bite. Due to its hasted nature it can either attack 4 times with its claws in a flurry of slahes or go for the throat twice with its bite.

Urabrask the Hidden

Hit Dice: 4HD+8 (24)
AC: 1 (18)
Attacks: 2 claws (1d6+1) or bite (1d8+1)
Save: 13
Special: Temporal Aura(40ft)
Move: 20
Alignment: Chaos
Challenge Level/XP: 9/1,100

The leader of the forge sector and the most independent of thought of the thanes, Urabask is also the quickest to anger and does not tolerate nonsense. His temporal aura gives all allies in a 40ft radius haste while foes within the same radius must make a save or be under a slow spell (1/2 move and attack speed) while in the radius and 3 turns (30 minutes) after leaving.


Chancellor of the Forge

Hit Dice: 5HD+4 (24)
AC: 3 (16)
Attacks: Heavy Fists (1d8+2)
Save: 12
Special: Gate (10ft)
Move: 9
Alignment: Chaos
Challenge Level/XP: 7/600

Massive giants of metal and flesh the chancellors wade into combat with abandon. Unique is there ability to summon Converted goblins in front all allies within 10ft usable once per day. This allows them to create decoys or shock troops in the blink of an eye.

Converted Goblin

Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: claws or basic weapon (1d6)
Save: 17
Special: None
Move: 9
Alignment: Chaos
Challenge Level/XP: 1/15

Furnace Scamp

Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite (1d6)
Save: 17
Special: Self immolation
Move: 10
Alignment: Chaos
Challenge Level/XP: 3/60

Furnace Scamps are nearly dog-like in form being about twice the size with a hard carapace of metal and a endless hunger for more metal. When facing a superior opponent they will latch on with their massive mouths and then explode in a roar of fire and metal dealing 1d10 damage(no save) and to all those who are in 10ft (save for half).

Ogre Menial

Hit Dice: 4HD (16)
AC: 5 (14)
Attacks: Lead fist (1d8+2) and bite (1d6+2)
Save: 13
Special: Infect, breath of rage
Move: 9
Alignment: Chaos
Challenge Level/XP: 7/600

Natural berserkers the Ogre Menial goes into combat swinging hard with lead covered iron fists and a nasty bite. They can breath out a sickening oily smoke that causes all (friend and foe alike) in a 20ft radius centred on the ogre to make a save or become enraged (+2 to attack and damage, +2[-2] AC, unable to concentrate to cast spells or use ranged attack, must enter melee the nearest living creature) for 1d6 rounds. The ogre automatically fails this save and will automatically become enraged.


Slag Fiend

Hit Dice: 5HD+2 (22)
AC: 4 (15)
Attacks: 4 chains (1d4+1) or 2 claws (1d6+1) and bite (1d6 + 1d4 fire damage)
Save: 12
Special: chain wrap, engulf, spew ash
Move: 6
Alignment: Chaos
Challenge Level/XP: 9/1,100

Slow moving they may be slag fiends are walking furnaces of annihilation. They devour everything organic or metal, constantly dripping burning slag and ash from their massive maws. Once every 4 rounds they can spew forth this ash in a 15 ft cone that deals 1d6 damage and those who fail their save are blinded for 1d4+1 rounds. When attacking with its chains if it hits with 2 or more of them the opponent must make a strength check (-2 str for each chain that hit to a max of -8) or automatically getting dragged into its furnace taking 2d6 damage a round. It will keep its maw clamped shut unless it takes 15+ damage in a single round of combat or some way of extinguishing its extreme flames is found.

Invader Parasite

Hit Dice: 2HD+2 (18)
AC: 3 (16)
Attacks: bite (1d6+1)
Save: 16
Special: Petrifying bite, cause earthquake, flying
Move: 2/(9 flying)
Alignment: Chaos
Challenge Level/XP: 6/400

Looking like extremely large mosquitoes the invader parasite is a plague to man and land. Those who suffer the bite of the invader parasite must make a save(+2 bonus) else they become petrified. When a group of 6 of these come together then can stick their proboscises into the ground and begin vibrating their wings at a rapid rate creating a sort of jack hammer effect. If this continues undisturbed for 3 turns(30 minutes) they create an effect equivalent to a earthquake spell.

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