Reliquary Construction. This creature has a resistance against piercing damage and it's magical properties that animate and power it's essence are immune from counter-spells or other anti-magical properties.
Chain-Bound Linkage. This creature suffers from a design flaw in the very tether that keeps it alive and grounded to it's energy source; the chain itself. Successful bludgeoning attacks on the creature's chain are automatic critical hits.
Intimidating Design. This creature, due to it's imposing sign, rows of serrated teeth, and it's ability to entrap it's prey; has both a reputation that precedes it and a deadly presence to those who are clueless of it's nature. Despite it's inability to talk and it's lack of "Charisma"; it's one purpose in rendering death gives it a base Intimidation of 10 and a additional modifier of +4 to any checks using it.
Lock-jaw. When a creature in combat with "Animated Hunting Trap" is targeted with this attack, the creature in combat takes 10 (2d8+1) and must make a DEX 17 Saving Throw or else be subjugated to 1d6 Piercing damage at the beginning of every combat round on their turn. The creature may escape by using strength or dexterity checks of 13 or 16 respectively. Another creature within 10ft may save this trapped creature by rolling a dexterity or strength check of 10 as a bonus action on their turn.
This ability may be recharged by rolling an 18 or higher on a d20.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., 1-2 target(s). Upon Hit: 7 (1d6+4) bludgeoning damage plus it's strength modifier.
Reliquary Roar. Status Induction: +5 to hit, range 20 ft., 1 target. Upon Hit: Induces Special Condition
"Animated Hunting Trap" must make a successful intimidation check against an opponent in combat with it, to which an opponent must roll a Wisdom Saving Throw of 15 or else be inflicted with Frightened for the duration of that which "Animated Hunting Trap" is within their line of sight. At any time this line of sight is broken, the condition ends.
"Reliquary Roar" can be used only once every ten minutes.
Chain-Veil. If a creature successfully makes two critical hits on "Animated Hunting Trap" within 10ft "Animated Hunting Trap" may make attempt to inflict Grappled and Blinded upon the creature attacking it's chain by coiling it's excess chain around the attacking creature's head The creature then may make a DEX saving throw with a base-DEX of 15 or higher with advantage; if not, the creature may make a STR check of 16 or higher. These conditions can attempt to be broken once at the beginning of every combat round on the creature's turn with a STR check of 10 or a base-DEX check of 13. Another creature within 10ft may save this trapped creature by rolling a DEX OR STR check of 10 as a bonus action on their turn.
Snap-back. Once an attacker fails three or more saving throws upon being subjected to "Lock-jaw" or "Chain-Veil" "Animated Hunting Trap" may release the subjected opponent and make a roll using a STR check of 15 or higher. If successful, the "Animated Hunting Trap" may catapult the subjugated opponent at another opponent. The opponent targeted by "Snap-Back" may make a DEX check of 14 or higher and if fails, the following happens:
1d4+[subjugated opponents STR mod.] against the targeted creature.
1d6+[targeted opponents STR mod.] against the subjugated creature.
However, if the original STR check failed on behalf of "Animated Hunting Trap" the subjugated creature is released free of any conditions. If the opponent targeted by "Snap-Back" successfully dodges their catapulted party-member; the subjugated opponent is dealt 1d4+[their own STR mod.]. If the targeted opponent dodges and the catapulted opponent has a base DEX of 14 or higher, they may attempt a DEX saving throw of 14, if successful, previous damage is prevented.
(Base means you do not add modifiers unless an attuned item gives you otherwise.)
Description
"A primitive hunting trap meant to capture game or people. Two curved lengths of serrated teeth attached to a pressure-based locking mechanism engaged by a plate"
The Order of The Reliquary had begun experimenting with the infusion of artificial contructs with an intelligence, at first starting out with simple worker drones and heavy-duty cargo transports to eventually adopting them in their traditional military order as service droids and in the occasional case, a knight itself.
In this case however, some constructs are given limited or near-zero intelligence and made to preform one function and Animated Hunting Trap does it quite, quite well. Two curved and armored lengths of cold-iron carry embedded sets of razor-sharp teeth; marble and gold leaf decorating the hard, shiny edges of the creature's jaws. In it's upper jaw, an inlet protected by a shimmering coat of glass that hosts what looks like a rather large Prismatic Shard.
The lock-jaw mechanism is engaged when it's asleep by piezoelectric activity within a certain range. If commanded, it will either awaken or await for the unknowing victim to fall in it's trap. The length of it's chain is seemingly held together by large, rune-decorated vertebrae that go along the entire length of the creature's chain that tether it to the foundation-pillar of the building. Inside of the pillar itself, is yet another Prismatic Shard. This shard is set into a plate made out of bone, runes carved into it.
"When Reliquary Artificers create their contraptions and give them life; one might wonder if the malice they feel is from their creators or of their own design."
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