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ENGINE ATTENDENTScreen Shot 2015-08-01 at 23.51.09
Medium aberration, chaotic neutral

Armour Class 17 plus barbed carapace 2 (1d4) piercing damage
Hit Points 200 (40d6 + 40)
Speed 10ft., fly 30ft. (hover)
Initiative Speed +2 (Dex +2)

STR 15 (+2)        DEX 14 (+2)       CON 13 (+1)
INT 12 (+1)         WIS 11 (+0)        CHA  9 (-1)

Skills Perception +4, Stealth +6
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blind sight 60ft. (blind beyond this radius),passive Perception 14
Languages Aklo (can’t speak); telepathy 120 ft.
Challenge 12 (8,400)

Implant Eggs. As an action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host. After 1d2 days of eating, the larvae crawl out and find a safe place to mature into adults. A restoration spell (or other remove disease effect) rids a creature of all implanted eggs or larvae, or they can be removed one at a time by using the Wisdom (Medicine) skill to treat deadly wounds.

Multiattack. The attendant makes two attacks: one with its tentacles and one with its neural shredder. It can also spray acid when it is available.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The target is also grappled (escape DC 17). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the attendant has advantage on attack rolls against it and can ‘t use this attack against other targets. When the attendant moves, any Medium or smaller target it is grappling moves with it.

Neural Shredder. Ranged Weapon Attack: +8 to hit, range 100/400 ft., cone.
Hit: 2 (1d4) psychic damage. The shredder creates a cone out to its range and all caught in the cone must make a DC 15 Wisdom save or suffer intense headaches that dull the senses and weaken willpower causing the target to have disadvantage on Wisdom, Charisma and Intelligence saving throws as well as all related ability and skill checks until the target succeeds at a DC 15 Wisdom save to end the effect. A creature already under the affect of the headache inducing weapon and is hit again gains one level of exhaustion.

Acid Spray (Recharge 5-6). The attendant exhales acid in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) acid damage on a failed save, or half as much damage on a successful one.

This monstrous crablike creature hovers in midair, its three clawed tentacles snapping aggressively.

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  1. Pingback:From the Diary of The DM: Iron Gods Session 25 | The Lazy Dungeon Master

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