the abdal was heavely inspired by the abdals fom rebel of the sands, give it a read! also, this is the first version, you can change the stats a bit and mainly, change the cr
Spellcasting. The abdal is a 5th-level spellcaster. Its spellcasting ability is its makers [inteligence] (spell save DC 13, +5 to hit with spell attacks). The abdal has following sorcerer spells prepared:
Cantrips (at will): fire bolt
1st level (3 slots): burning hands, mage armor
2nd level (3 slots): flame blade, see invisibility
when there are more than 5 abdals in that are in line of sight of eachother they can cast the concentration spell wall of fire
double-bladed scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 2d4 + 5) slashing damage.
slam. melee weapon Attack: +3 to hit, range 5 ft., 1 target. Hit: 1d6 + 5 bludgeoning damage.
call reinforcements: the abdal can try to call for help. it's call will reach any other abdal less than 1000 feet away from it. these abdals will come moving to the abdal's location with their normal walking speed per turn. to tell this to the players is up to the dm's discretion.
Description
the abdal is a clay golem clad in copper armor, fueled with a djinn's power. the abdal is not sentient but controlled by its creator. if the creator dies, the abdal will wander aimlesly and will only attack if provoked. the abdal needs a power source somewhere in a 1500 feet radius. the abdal can't leave this area. if the abdal is killed, he can come back again. only if the power source is destroyed or if his weak spot is destroyed, the abdal wil die. (the dm can place the weak spot wherever they want, but most of the time, one group or army of abdals have it in the same position. maybe the party knows the weak spot because an npc tipped them of, or by trying.)
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