Skip to main content

Spurheart The Pedagogue




Within a gilden, elven ribcage spins a core of razor-sharp gears, cogs with organic teeth, and a tangle of oil-dripping cables. It is suspended in the ghastly space by a hextet of rusted chains smeared with pilfered grease. This is what the construct truly is, as the limbs and head it wears are little more than accessories shed as easily as a mortal changes clothes. These extremities come from creatures foolish enough to entreat the Pedagogue by solving the Knot, pulled from the cooling corpses and fastened in place by wrapped chains, rusted nails, and crooked screws. The longer a stolen body part remains attached to the horror, the more gilded and bejeweled bone appears beneath rotting meat. Once an appendage becomes too damaged, or if Spurheart grows bored of it, it is carelessly discarded and a replacement attached.


Legend claims that Spurheart began as one of the first elven artificers in ages long forgotten. This elf prized knowledge above all other things. Even morality. It wasn’t long before its amoral experiments done just for the sake of knowing drew the ire of first heroes, then the monarch, and finally the gods themselves. Still, the brilliant monster stayed one step ahead of them all. When mortality eventually came knocking, the elf escaped that too. Save, the lichdom it entered was unlike any other. The black science used blasted away whatever shreds of personality remained and left cold logic behind. Its atrocities only grew worse.


Knotted Realities. Spurheart the Pedagogue travels myriad planes hunting every last scrap of knowledge it can find. Likewise, it ‘teaches’ the nature of reality to like-minded creatures it comes across. Though, it always finds such students wanting in the end and either converts them into servitors of one sort of another, kills them for parts, or employs other methods to ruin them.


Given the vastness of the planes, Spurheart constructed dozens of devices it calls Knots. These complex balls of cables, cogs, gears, and switches endlessly tick from within despite having no visible power source. Invariably, they fall into the hands of those driven to puzzle out how to open the device and uncover the mystery of its function. Once they get the Knot to untangle, it alerts the Pedagogue of this occurrence and opens a Planar Gateway for the construct to travel on. Then the real terror begins.


Spurheart the Pedagogue

Medium construct, lawful neutral

Armor Class 17 (natural armor)

Hit Points 102 (12d8 + 48)

Speed 40ft

Str 13 Dex 17 Con 19 Int 20 Wis 16 Cha 12

Saving Throws Int +10

Skills Arcana +10, History +10, Insight +8, Investigation +10, Medicine +8, Nature +10, Perception +8, Religion +10

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., truesight 10 ft., passive Perception 18

Languages All

Challenge 13 (10,000 XP)

Absorb Arcana.

Any time Spurheart succeeds on a saving throw against a spell, it can cast that spell as if it had prepared it within the next 24 hours. Spurheart always casts these spells with the spellcasting stat of Intelligence (Saving throw DC 18 and +10 to hit with spells.)

Innate Spellcasting (1/Day).

Spurheart can innately cast Plane Shift, requiring no material components. Its innate spellcasting ability is Intelligence.

Magical Battery.

Any time Spurheart succeeds on a saving throw against a spell, it regains hit points equal to the spells' casted level.

Magic Resistance.

Spurheart has advantage on saving throws against spells and other magical effects.

Magic Weapons.

Spurheart's weapon attacks are magical.

Actions

Multiattack.

Spurheart makes two attacks.

Chain.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 3) bludgeoning damage. In addition, if the target is a creature it must succeed on a DC 16 Intelligence save or take an additional 13 (4d6) psychic damage.

Legendary Actions

Spurheart can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Spurheart regains spent legendary actions at the start of its turn.


Attack (1 point). Spurheart makes 1 Chain attack.

The Agony of Ignorance (1 point). Spurheart targets a creature it can see with an Intelligence of 4 or greater that it can see within 120ft. It sucks knowledge from the creature's mind unless the creature succeeds on a DC 16 Wisdom save. On failure, the creature takes 10 (3d6) psychic damage and suffers disadvantage on all attack rolls and ability checks until the end of its next turn as it fumbles when trying to recall how to do anything.


If a creature fails this save by 5 or more, it still takes 10 (3d6) psychic damage and is paralyzed until the end of its next turn.

The Ecstasy of Knowing (1 point). Spurheart targets a creature it can see with an Intelligence of 4 or greater that it can see within 120ft. That creature's mind is bombarded with knowledge from across the planes to the point of bursting. The creature must succeed on a DC 18 Intelligence save or be overcome with painful bliss. The creature becomes Incapacitated for the next minute and takes 10 (3d6) psychic damage.


At the end of each of its turns, the affected creature may repeat this save with the effect ending on success. If a creature succeeds by 5 or more, it gains proficiency in one of the following skills: Arcana, History, Investigation, Medicine, Nature, or Religion. On failure, the effect continues and the creature suffers an additional 10 (3d6) psychic damage.

Cast Spell (2 Points). Spurheart casts one spell that it has gained via Absorb Arcana

Expunge Data (2 Points). Spurheart loses one spell it gained through Absorb Arcana and regains hit points equal to that spells level.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned