I am on call this week, so I have prepared a couple of posts in advance. I won't be playing this week, so hopefully I can catch you up with the playtest progress.
This is #MonsterMonday.
I have 10 main monsters and creatures selected for this adventure. Several are unique. The first monster the character encounters is the Guardians. Here is a preview.
Iron Temple Guardian
18’ tall iron statues with massive crowns.
AC: 4, HD: 9 (41 HP) Att: 1x fist 1d6 or 1x kick 1d8 or 2x ensnare or 2x push. THAC0: 12, MV 90’. SV: D8 W9 P:10, B10, S12, ML:12, AL: Neutral, XP: 3,000 NA: 1d4, TT: 2x 500 GPS diamonds (the eyes).
Guardians are more determined than aggressive. They are usually set to guard an area such as the temple grounds, hence the name. These creatures are larger and more versatile than Iron Golems, but lighter and lankier. They can guard, pursue, or attack as commanded.
Mundane damage immunity: Requires silver or magical weapons to damage. Blunt and non-metal weapons will bounce. Sharp metal weapons will be absorbed and heal the Guardian for HP equal to the maximum possible damage for that weapon.
Energy Immunity: Immune to fire and cold.
Healed by fire: Each HP of fire damage restores one HP.
Energy vulnerability: If struck with fire and cold in the same round, they heal as per above but then take thermal shock damage. Thermal shock damage is equal to the maximum possible damage from the cold attack.
Mind Jolt: Scrying or mind reading will be ineffective as they don’t have minds. The caster must save vs. Paralysis or be stunned for the attempt.
Bonus XP: If a player role-plays a bouncing weapon, give them 50 XP each time. 100, if it is truly funny.
They pursue at half-normal speed and only use pushing or ensnaring attacks unless attacked, in which case they switch to kicking and punching. They will only punch or kick armed and aggressive attackers. If they flank a target, they switch to ensnaring and pushing again.
Ensnared creatures are carried by the Guardian. This causes no damage and up to 2 characters can be ensnared. The target(s) can wiggle out of the Guadian’s grip on a successful DEX check or after three rounds of trying. The escaping victim can either slide to the ground or ride on the Guardian’s back or crown. Riding characters won’t be attacked once they escape unless they attack the Guadian again. Up to 3 people can ride the Guardian’s back and one more in the Crown. Typically they are not controllable, but wiley characters can direct them by making reasonable suggestions.
If an ensnared or riding character successfully attacks the Guardian, they will be dropped and kicked (2d6 falling damage, plus a kick attack).
Pushing moves a target 6 feet in the direction of the Guadian’s choice and does no damage.
If an Iron Temple Guadian is destroyed by thermal shock, the parts can be gathered up and placed in a fire to restore the creature. This takes all day and the fire must be kept lit for it to work. This will place the Guadian under the fire-keeper’s command. If many people tend the fire, the last one to add fuel will be in command.