Wednesday, May 13, 2009
My present adventure is going pretty well. The PCs have found a clockwork garden from a lost civilization, a sort of clockwork Xanadu. They fought a slightly tougher version of the Snark, given here. The picture is by me, though I based some of the line work on a random google image that I found.
Rust Snark (huge construct)
A clockwork monster that resembles a cross between a shark and a lobster. It is surrounded by a cloud of poisonous corrosion.
HP 100, Bloody 50
F +10 R +2 W+5
-Resists: Fire 10, Cold 10
-Vuln: Electric 5
Chomp +9 Dmg 1d12
-Critical 18-20: On a critical, the shark bites off a limb. Any equipment worn on that limb is destroyed, even if not made of ferrous metal. Limb Loss Table (d6): 1-3: Leg, 4-5: Secondary Arm, 6: Primary Arm.
Aura: On the snark's turn, it automatically inflicts 4 poison damage to all adjacent creatures.
-Breath Weapon: The creature may exhale a short range cone of corrosion as a move action, 14 poison damage, Reflex 17 for half. It may not use this ability two rounds in a row. If a natural roll of 1-3 is rolled on this save, a piece of equipment is also destroyed. Roll 1d10 to determine which slot: 1: Head, 2: Neck, 3: Hands, 4: Waist, 5: Cloak, 6: Feet, 7: Ring, 8: Weapon/Implement, 9-10: Armor.
-Like Clockwork: This creature is immune to mind and metabolic effects.
-Bloody: When the snark becomes bloodied, it may immediately charge and make a chomp attack against the source of the damage that rendered it bloody, if the damage source is within range.
-Death: When the snark is slain, it explodes in a cloud of burning corrosion. Creatures within short range suffer as though targeted by it's breath weapon.