| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 11 | +0 | +0 |
| CHA | 6 | -2 | -2 |
- Mechanical Torment: At the start of each of his turns, Wren must succeed on a DC 12 Wisdom saving throw or take 1d4 psychic damage as he claws at his bolted limbs. If a creature speaks to him gently or references his past, he automatically succeeds.
- Ghost Map Recall: Wren can instinctively reveal terrain features, hidden paths, or enemy positions within 300 feet. This ability functions even in magical darkness or illusion.
- Aura of Regret: Creatures within 10 feet of Wren have disadvantage on Intimidation checks and advantage on Insight checks. His presence evokes pity and unease.
- Redemption Potential: If a creature casts Wand of Sentience on Wren, he becomes immediately friendly to the caster and gains a sentient personality. His stat block is replaced with a new version (see: Wren, Awakened Navigator).
Clumsy Strike: Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Note: Wren only attacks if provoked or controlled by another entity.
Description
Strapped to a steel table at the room’s center is a small, contorted figure.
Its body, once human perhaps, has been overtaken by rot and reconstruction. Where flesh ends, machinery begins: Patches of skin hang in tatters, fused with plates of copper and steel that pulse faintly with necromantic energy. Its flight jacket is fused to his torso, melted into place by some cruel alchemical fire. behind its cracked goggles, its eyes glow a faint blue. Its fingers scrape against the restraints, nails cracked and blackened, leaving faint gouges in the steel. His jaw hangs slightly open, revealing broken teeth and rotted gums.







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