Large Construct, Neutral Good
Armor Class 18 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
13 (+1)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The Oarman is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Clockwork Cost. The Oarman only activates when the rider has inserted two coins into its eye-slots. Each rider must pay this toll, or the Oarman will cease to move. Once the Oarman has ferried the rider to its destination, it immediately deactivates.

Buoyant. The Oarman has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Without a rider, the Oarman is incapacitated, but not deactivated.

Actions

Multiattack. The Oarman makes two Paddle attacks.

Paddle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Description

Long since left behind by the civilizations that carefully crafted them, the Oarman wait patiently for their next passenger to board. Often found buried beneath moss, algae, and ocean fauna, this vehicle construct once was held in prestige for its ability to entertain and educate its riders. But like most trends, the clockwork Oarman tours quickly fell out of fashion and their gleaming bodies now rest on piles of sewer refuse beneath the cities.

Well learned adventurers may pay a kindness to such a lonely beast by simply inserting two coins in the slots in its eyes, and the mechanical marvel will be singing and sailing in no time. Although riders may take note the bouts of prolonged loneliness the Oarman endured may come with problematic separation issues and glitches in its programming. To avoid reaching the destination and deactivation too soon, the Oarman may take a longer tour than perhaps the adventurers were hoping for, but you have to admit, the dead sewer Otyugh gets better the third time you see it.

JessJackdaw

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