Exosuit madness. Histrix uses heavy leather suspenders to keep himself in the exosuit. They can be broken with a successful Strength check of DC 15 (may be caused by a grapple check or strength contest). If Histrix takes slashing damage roll a Constitution saving throw DC 5 + amount of damage taken. Each failure breaks one of the two straps. The straps can be repaired by mending.
When both straps are broken Histrix must succeed a Dexterity saving throw of DC 10 at the beginning his turn in order to stay on the exosuit. On a failure he is thrown from the exosuit and takes 1d6 falling damage.
If Histrix is removed from the exosuit by any means other than death the following conditions apply:
Histrix can no longer control the exosuit. His size is now small and speed is 25 feet. He has disadvantage on checks to keep from being knocked prone due to being unbalanced by the duergar arm. Histrix can still multiattack, but can't use the exosuit's abilities.
The exosuit moves half of its movement (10 feet) in a random direction each turn and uses a Drill attack on any random adjacent creature. Roll a d20 each turn, on a 19-20 use Sonic Scream on as many creatures as possible. The exosuit requires a Dexterity check of DC12 to mount it and an Intelligence check of DC15 to control it. Histrix automatically succeeds the Intelligence check. The exosuit's stats are the same as the Duergar Screamer.
Multiattack. Histrix uses the exosuit to make one Drill attack, and can use Sonic Scream or cast a spell. When dismounted: Drill attack and Sonic Scream are unusable.
Drill. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Unarmed attack. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Sonic Scream. The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
Spellcasting. The necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: chill touch, mage hand, prestidigitation, mending
2/day each: pyrotechnics, ray of enfeeblement, mage armor, grease
1/day: blight
Dragonmarks. Histrix has access to the abilities of two dragonmarks.
Least Mark of Warding 1/day each: alarm, armor of Agathys
Lesser Mark of Making 1/day each: fabricate, conjure barrage, identify, Tenser's floating disk
Summon Undead (1/Day). The necromancer magically summons two skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.
Grim Harvest. When the necromancer kills a creature with necrotic damage, the necromancer regains 9 (2d8) hit points.
Engine of Pain. Immediately after a creature within 5 feet of the exosuit hits it with an attack roll, the exosuit makes a Drill attack against that creature.
Description
Necromancer/Artificer, male rock gnome, has sewn patches of dragonmarks to his body including Lesser Mark of Making, and a Least Mark of Warding that function. Others that do not. He also has the right arm of a duergar and his bottom half sports mechanical legs worn as an exosuit and kept on with suspenders. The exosuit is modeled after a Duergar Screamer.
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Posted Feb 18, 2024Created as the antagonist responsible for the Clockwork Zombie.