Without as much as a rattle the construct goes about its work despite being cobbled together from stolen bones and lightning seared metal. The top of its body is built from an upside down rib cage and spine, the spaces between ribs are filled with near-translucent amber. Warm, viscous blood honey sloshes about within this grisly chalice. Rising up from its inverted shoulder blades are iron-hafted arms of bundled humerus, radius and ulna. One hand ends in a drill of magic-hardened amber as hard as diamond; the other a long-fingered mitt. A stained humanoid skull sits where the sternum would be. Its legs are completely metal and reverse-jointed like a goat.
Malignant Miner. The muscilages are built and deployed by animus artisans who've also dipped their toes into necromancy. The diminutive constructs buzz about direfly hives that have become voluminous, petrified buildings. The muscilges' drills sculpt as per a fey architect's direction and transform the dead hive into castles, keeps and ports. The miners' cages slowly melt the honeycomb chunks down into liquified blood honey. They then spray the fluid on various surfaces, build them up to former proper doors, halls and walls. The hot beeswax can also stop an intruder in place until guards arrive to deal with it.
Mucilcage
small construct, unaligned
Str 9 Dex 14 Con 12 Int 3 Wis 10 Cha 5
Damage Iummunities Poison
Actions
Multiattack The mucilcage makes two attacks as one action
Drill:
Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spit Amber:
Ranged Weapon Attack: +4 to hit, range 15/30ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Amber Pool (Recharge 6).
The mucilcage sprays a pool of cooling, gooey liquid amber at a point of its choice within 30ft. The pool fills a 20 foot cube from that point for 1 minute. The pool layers a flat surface with a depth of 1ft. The pool is difficult terrain.Each creature that starts its turn in the pool or that enters it during its turn must make a DC 11 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the pool or until it breaks free.
A creature restrained by the pool can use its action to make a Strength check DC 11. If it succeeds, it is no longer restrained.
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