Homebrew Audabe Species Details
Abyssal Automatons, Audabe for short are the pinnacle of "Lost Technology" beings that blur the line between a living child and a masterwork relic. They do not look like clanking tin men; they look like a masterpiece of biological mimicry. The Audabe are humanoid everywhere but their arms. Dense organic mechanisms of cartilage, resin-like material built for force. Their arms can work as grabbling hooks and in addition they have a special ability called "The Incinerator" , a beam of concentrated force that unmakes whatever stands in front of it and leaves the Audabe a hollow shell until the pressure slowly, painfully rebuilds. This power does not come without it's share consequences. Nobody has ever lived long enough to find out though.
Audabe Traits
Pressure SkinPressure Skin
Your mechanism arms absorb impact differently than flesh. You have resistance to bludgeoning damage dealt directly to your arms. You automatically succeed on checks to maintain a grip, hang from a surface, or resist disarming. Your unarmed strikes deal 1d6 + Strength modifier bludgeoning damage and count as natural weapons.
Grapple Configuration
Your forearm deploys an anchor-point on a dense organic cord to 30 ft. Functions as a grappling hook for movement no check required on any surface with purchase. To grapple a creature within 30 ft., target must fail a DC 10 + STR modifier. On a success, pull the target up to 15 ft. toward you or restrain them. Usable a number of times equal to your proficiency bonus per long rest.
The Incinerator
You release all built pressure simultaneously in a concentrated beam. The Incinerator deals full damage to every creature in the cone, they are struck by the center of the blast and there is no save to avoid it entirely. A creature that passes a Dexterity saving throw (DC 8 + proficiency bonus + Strength modifier) has reached the edges of the beam rather than the center and they take half damage instead. A creature that fails is hit dead center and takes full damage. After firing, you fall unconscious for exactly 2 hours. No effect ends this regardless of level. You are a liability for the duration to everyone else.
| Level | Cone size | Full damage (fail) | Half damage (pass) | Upgrade added |
|---|---|---|---|---|
| 1–2 | 20 ft. | 4d6 force | 2d6 force | Baseline |
| 3–5 | 25 ft. | 6d6 force | 3d6 force | Cone widens. Creatures that fail are also pushed 10 ft. back. |
| 6–8 | 30 ft. | 6d8 force | 3d8 force | Die size increases. Structures and objects in the cone take double damage. |
| 9–11 | 35 ft. | 8d8 force | 4d8 force | Creatures that fail are knocked prone in addition to being pushed. |
| 12–14 | 40 ft. | 8d10 force | 4d10 force | Die size increases again. Creatures that fail are stunned until end of their next turn. |
| 15–17 | 50 ft. | 10d10 force | 5d10 force | Cone becomes massive. Any creature reduced to 0 HP by the blast is disintegrated — no death saves. |
| 18–20 | 60 ft. | 14d10 force | 7d10 force | The blast leaves a permanent 15 ft. radius crater of difficult terrain. Creatures that fail are deafened for 1 minute. Walls up to 3 ft. thick are destroyed outright. |