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Jason Andresen (order #1578489) - Jump page for Jubei

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Mechanithrall<br />

Medium Undead<br />

Hit Dice: 4d12 (26 hp)<br />

Initiative: +5<br />

Speed: 30 ft. (6 squares)<br />

Armor Class: 21 (+1 Dex, +10 natural),<br />

touch 11, flat-footed 20<br />

Base Attack/Grapple: +2/+5<br />

Attack: Slam +5 melee (1d8+3)<br />

Full Attack: 2 slams +5 melee (1d8+3)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Steamslam 2d6+6<br />

Special Qualities: +2 turn resistance, darkvision 60 ft.,<br />

undead traits<br />

I’ve only once had the un<strong>for</strong>tunate occasion to meet these<br />

foul undead perversions. I was in the company of some<br />

fellow explorers out of Highgate, surveying one of the<br />

many unnamed Scharde Islands. We had just located a<br />

very rare nocturnal species of primate indigenous to this island<br />

alone and had retired to our camp to study the few specimens<br />

we had captured and log our activities <strong>for</strong> the day.<br />

Suddenly, from the darkness of the trees around us<br />

came a strange hissing, like that of a kettle boiling over.<br />

My friend Erlin Caulfield then gave out<br />

a strangled cry. Turning about, I saw a<br />

horrible amalgamation of metal and<br />

desiccated flesh standing over poor<br />

Erlin’s crumpled <strong>for</strong>m. Looking<br />

around, I saw at least a dozen<br />

of these monstrosities assailing<br />

the rest of my party. I<br />

quickly grabbed my trusty<br />

bow and began firing<br />

arrow after arrow into<br />

these “mechanithralls,”<br />

as I came to call them. It<br />

took several arrows to fell<br />

but one of the creatures,<br />

so I quickly changed tactics<br />

and used the swill our guides<br />

had been drinking, called Finger’s<br />

Finest, to best effect. After dousing<br />

them with the liquor and lighting them in<br />

our campfire, my flaming arrows seemed to<br />

have more of an impact on our enemies, as flames generally<br />

do. It is my opinion that the mechanithralls were “called off ”<br />

126<br />

<br />

Saves: Fort +1, Ref +4, Will +4<br />

Abilities: Str 16, Dex 13, Con —,<br />

Int 6, Wis 10, Cha 6<br />

Skills: Climb +7, Hide +5, Listen +3,<br />

Move Silently +5, Spot +3<br />

Feats: Alertness B , Improved Initiative,<br />

Lightning Reflexes<br />

Environment: Any land and underground<br />

Organization: Any<br />

Challenge Rating: 3<br />

Alignment: Usually lawful evil<br />

Advancement: 5–8 HD (Medium)<br />

Level Adjustment: —<br />

somehow, as they then turned in unison and retreated from our<br />

camp. We counted two of our number lost to the attack, and<br />

all of our specimens had escaped their cages in the confusion.<br />

We then hastily packed our gear and retreated to our<br />

boat. We spent the rest of the night anchored in the shallow<br />

cove in which we had come aground,<br />

eyeing the shoreline intently, hoping that<br />

the mechanithralls couldn’t swim. We<br />

steamed <strong>for</strong> Highgate first thing the next<br />

morning. Someone or something had<br />

made those terrible things, and I had the<br />

feeling that I didn’t want to meet him.<br />

Combat<br />

Mechanithralls attack only at<br />

their master’s behest or if they<br />

have been given <strong>order</strong>s to attack<br />

certain beings under specific<br />

circumstances (guarding a door<br />

or passage against intrusion,<br />

<strong>for</strong> example). They never use<br />

weapons, preferring instead to<br />

pummel their foes.<br />

Steamslam (Ex): Once<br />

every 1d4 rounds, a mechanithrall<br />

can use steam built up<br />

in its mechanikal fittings to deliver a powerful slam<br />

attack. For this single slam attack the mechanithrall’s Strength<br />

score is boosted to 22, increasing its slam attack bonus to +8<br />

and damage to 2d6+6.<br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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