Friday, August 24, 2018

D&D 5E: Animates from Chirak

I finally finished the Animate write-ups for the bestiary section of the 5E edition of Realms of Chirak, which will hopefully see print before 6E arrives. Critiques welcome!



   Animates are sentient golems who come from the dead wastes and ruins of the ancients. Some animates are called collectors, and seek to gather information on the Realms for mysterious purposes. Animates of Beltraine are friendly, but the animates of the Black Dome are inimical to biological beings. Artificers of sufficient talent and power can create animates, suffusing them with life via elemental energy. The only realm  known for creating its own animates is Sabradan in the distant West.
   Although most, if not all animates that are encountered by humans are of the “collector” variety, there are in fact a variety of unique animate makes and models in the world. Collectors are viable as player characters (see chapter II) but other, more dangerous varieties can be found below.
   Unless a collector is accompanied by a guardian or similar model, the likeliest place in which to encounter these unusual animates are in their native lands, such as The Black Dome near Eristantopolis or Ruined Beltraine. Some of these encounters can be extremely hostile, depending on the intent of the animate in question, or its perception of threat on the part of the PCs.

Animate Special Feats: animate PCs have range of feats animate collectors (and other models) can be equipped with. The following examples are based on the most common traits, but are by no means the only configurations encountered in NPCs.


Animate Collector
CR ½ (100 XP)
LN medium humanoid living construct
Initiative +1
DEFENSE
AC 16 (natural armor)
HP 22 (3D8+9)
Resistance: fire, lightning
Immunity: poison, disease
Special: Armor Up (see traits)
OFFENSE
Speed 30 feet
Melee Attack - Fist +3 to hit, reach 5 ft, one target, hit 3 (1D4+1) bludgeoning damage
Melee attack - Shortsword +3 to hit (reach 5 ft, one target), hit 1D6+1 slashing damage
Ranged attack - Fire Spray +3 to hit (reach 15 ft, three targets in cone range), hit 2D8 fire damage, reflex save DC 11 for half damage.
Statistics
STR 13 (+1); DEX 12 (+1); CON 16 (+3); INT 16 (+3); WIS 10 (+0); CH 6 (-2)           
Languages: Espanean, Old Mythric, Logos, Tradespeak
Senses dark vision 60 ft., perception +2 (Passive 12)
Skills: History +5
TRAITS
Living Construct: The animate is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects,
Lightning Slowness: Animates are reduced to half moving speed for one round when struck by lightning, and in that round they cannot take bonus actions or reactions.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample collector is imbued with fire, but this can vary among any of the elemental types.
Armor Up. Animate collectors can “seal” their armor in reaction to an attack that they are aware of. The target gains disadvantage on the attack. This attack can be performed against any incoming strike the animate is aware of until the animate actually takes damage, at which time it is no longer able to effectively armor up until it repairs itself.

   Animate collectors are the most human looking of the sentient golems, usually appearing as lavishly decorated humanoids with etched skin made of bronze, gold, wood and ceramic plates. Their bodies are composed of a curious mixture of clay, plastic-like substances, woolen material and these black strands of an unknown carbon-like substance that radiates elemental heat.
   Collectors really don’t like to fight, although they are equipped for it if necessary. Their primary function is to observe, record, and learn about the many cultures of Chirak, and if forced to confrontation the animate will seek only to defend and avoid hurting others. Not all animates are like this, however. Some rogue collectors, or animates from the Black Dome seem to look down on organic biological beings as less than worthy, and show an utter disdain for the lives of others. Such collectors are often found in league with the Arcanists, seeking out lost and forbidden secrets for exploitation.
   Among all animates, collectors are the only type which is treated for game play purposes as if it were a true humanoid. As such, the rules for collectors are based entirely on the character creation rules in Chapter II. All other animates are built as living elemental construct monsters.


Animate Worker Drone
CR 3 (700 XP)
LN medium living construct
Initiative +0
DEFENSE
AC 14 (natural armor)
HP 60 (8D8+24)
Resistance: fire, lightning
Immunity: poison, disease
OFFENSE
Speed 30 feet
Multiattack the worker drone can strike with two fist attacks per action.
Melee Attack - Fist +6 to hit, reach 5 ft, one target, hit 2D8+4 bludgeoning damage
Statistics
STR 18 (+4), DEX 10 (0), CON 16 (+3), INT 10 (0), WIS 10 (0), CHA 6 (-2)
Languages: Logos, Old Mythric, 25% chance of tradespeak or other
Senses: darkvision, perception +0 (passive 10)
Skills: Athletics +6
TRAITS
Living Construct: The animate is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison and disease. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects,
Lightning Slowness: Animates are reduced to half moving speed for one round when struck by lightning, and in that round they cannot take bonus actions or reactions.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample worker drone is imbued with fire, but this can vary among any of the elemental types.

    Animate workers are usually found deep in the belly of animate cities such as Beltraine. These gangly, lean mechanicals are comprised mostly of clockwork mechanisms, rubbery joints, wooden slat carapaces and streams of flowing, radiant elemental energy. The type of energy is usually a giveaway as to the nature of their driving elemental force. They rarely seem to have much intelligence to their actions, instead following whatever obscure programming they have been direct to carry out.
   Worker drones that somehow get loose or find themselves lost in the surface world of squishy biologicals often have mental breakdowns, being unable to properly process the data they experience. As such they are rarely deliberately seen outside of actual animate communities, and those few that wander the land tend to act very strangely, almost insane (and sometimes even become chaotic neutral in behavior permanently).

Variant Worker drone Traits:

Flyers
Some worker drones are equipped with metal wings and steering columns hooked up to rudders allowing lift and guidance in flight. These drones have flight speeds of 60 feet, and work on the delicate spires of the Animate cities. They also work with four clawed limbs instead of a humanoid form, adding a claw attack option:

Multiattack: flyers can attack up to four times with claws against targets in range with one action.
Melee Attack – Claw +6 (5 foot reach, 1 target) 2D8+4 slashing damage and target must make a DC 10 save or is grabbed by the flyer.

Diggers
Certain worker drones are designed to dig deep into the earth to forge new passage ways and excavate for new material resources. They have tremorsense and can move with a burrowing speed of 30 feet. Their drill is an additional attack:

Multiattack: the digger may strike with two fists or one fist and a drill.
Melee Attack - Digger Drill +6 attack (reach 10 feet up to 2 targets), 4D8+4 piercing and slashing damage and target is knocked prone.

Next: the battleforms

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