Wednesday, December 14, 2022

New Monster - Animated Object: Scauldron (OSR and 5E)

Trinta tried her best to avoid contact with the large animated cauldron to no avail. It rammed into her tossing Trinta up and into its red-hot interior.

While Trinta screamed in agony the cast iron construct galloped off, clanging and banging down the long hall and disappeared around the next corner with its victim engulfed and burning.

Her companions hurried behind their kidnapped friend, cursing as they went. This was not how they expected their exploration of the ruins to begin.

Scauldron:

Animated by fiendish witchery, this oversized, four-legged iron cauldron's purpose is to engulf a target and run about while cooking them. By bouncing the victim around inside, it continues to trap them, doing searing heat damage. Once a victim has died the Scauldron dumps the body and goes hunting a new meal to cook.

Quick OSR version notes:

Hit Dice 5 dice plus 3 points

AC: 2 descending scale, or 18 ascending scale

Movement: 30'

Attack: as Fighter 5

Saves: as Fighter 5

Damage: 1d6 +2 and target must save vs paralyzation or be engulfed if man sized or smaller. Each round spent within the Scauldron causes an additional 2d6 damage from heat.

If the cauldron is unable to make away with the target it will continue to ram others causing 1d6+2 damage, but may only engulf one victim at a time.

Engulfed targets may attempt to escape by rolling at or below their strength on a d20 with no modifiers.

5E version:
Scauldron

Large construct, unaligned

Armor Class 18 (natural armor)

Hit Points 84 (8d10 +40)

Speed 30'

Ability Scores:  STR 16 (+3) DEX 10 (0) CON 14 (+2) INT 1 (-5) WIS 3 (-4) CHR 1 (-5)

Damage Resistance: slashing, piercing from non-magical weapons

Damage Immunities: fire, poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poison, prone

Senses: blindsight 60' (blind beyond 60'. Passive perception 6

Languages: none

Challenge Rating: 2 (450 xp)

Anti-magic Susceptibility. The Scauldron is incapacitated while in the area of an anti-magic field. If targeted by Dispel Magic, the Scauldron must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the Scauldron remains motionless it is indistinguishable from a large iron cauldron. 

Actions:
Ram. Melee weapon attack +5 to hit, reach 5', one creature. Hit: 2d6 +3 bludgeoning damage plus 1d6 fire damage.

Engulf. The Scauldron moves up to its speed and conducts a Ram melee attack. If successful, any medium or smaller creature must succeed on a DC12 Dexterity saving throw. On a success the creature may choose to be pushed 5' back or to the side of the Scauldron. On a failure the Scauldron enters the creature's space and the creature takes 3d6 fire damage and is engulfed. The engulfed creature is restrained and takes 6d6 fire damage at the start of each of the Scauldron's turns. When the Scauldron moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC13 Strength check. On a success, the creature escapes and enters a space of its choice within 5' of the Scauldron. The Scauldron may only engulf 1 creature at a time regardless of size. While engulfing a creature, the Scauldron will attempt to move away using the Dash action, along a path that seems to lead the farthest from other creatures. When a creature dies within the Scauldron the body is dumped out and the Scauldron chooses a new target.



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