[PORTUGUÊS]
Magos e outros usuários de magia costumam encantar objetos para ajudá-los nas tarefas diárias. Um misturador químico animado é simplesmente isso. Como uma ferramenta mágica para manipular e selecionar misturas, ele pode ajudar seu mestre a preparar uma variedade de substâncias para fazer poções, armas, componentes para magias e rituais, e o que mais for preciso. Feitos de madeira, metal ou outro material, eles agem como armazenadores assim como leais companheiros por quanto tempo for preciso.Guardiões do Laboratório. Quando os magos estão fora trabalhando, ou mesmo anos após suas mortes, um misturador químico animado permanece no lugar. Indistinguíveis de um objeto comum, eles servem como protetores da oficina de seus mestres. Ao atirar frascos de uma sorte de químicos guardados em si, eles podem afastar invasores, atrapalhar seus movimentos e machucá-los se for necessário. Quando destruídos, as substâncias dentro deles se misturam de forma indesejada e provocam grandes explosões.
[ENGLISH]
Wizards and other magic users often enchant objects to help them on the daily trivial tasks. An animated chemicals mixer is simply that. As a magical tool for mixing and selecting concoctions, it can help its master prepare a variety of substances to make potions, weapons, spell and ritual components or whatever more they need. Made from wood, metal or any other material, they act as a storage as well as a loyal companion for as long as needed.
Laboratory Guardians. When the wizard is off doing work, or even years after its death, an animated chemicals mixer stays in place. Undistinguishable from a normal object, it serves as a protector of its creator workshop. By hurling bottles of an assortment of chemicals stored within its body, it can keep invasors at bay, disrupt their moves and hurt them if needed. When destroyed, the substances within it get mixed together in undesirable ways and cause massive explosions.
[ESTATÍSTICAS/STAT BLOCK]
Animated Chemicals Mixer
Medium construct, unaligned
Armor Class 13 (natural armor)
Hit Points 65 (9d8 + 20)
Speed 15 ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 3 (-4) 3 (+4) 1 (-5)
Damage Immunities poison, psychic
Condition Immunities charmed, poisoned
Senses blinsdight 60 ft. (blind beyond this radius), passive Perception 11
Languages —
Challenge 3 (700 XP)
Death Burst. When the animated chemical mixer dies, it explodes in a burst of ignated mixed chemicals. Each creature within 10 feet of it must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
False Appearance. While the animated chemical mixer remains motionless, it is indistinguishable from an ordinary object.
Actions
Multiattack. The animated chemicals mixer makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Bottle Throw. The animated chemicals mixer throws two of the following chemical concotions (choose two or roll to determine, reroll duplicates), choosing targets it can see within 60 feet of it. Each of those has 1 use per day and are remixed by the creature at the end of a long rest:
1. Lubricant Oil: The targeted creature must succeed on a DC 13 Dexterity saving throw or drop it's weapon or any other held item in one of the hands at it's feet. If it succeeds, a 10-foot square centered on it is covered with slippery oil. A creature that enters the area for the first time on a turn or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
2. Superglue: The targeted creature must succeed on a DC 13 Dexterity saving throw or be restrained. A creature restrained by this concotion can use its action to make a Strength saving throw against the DC, freeing itself on a success.
3. Alchemical Fire: Ranged Weapon Attack: +5 to hit, one target. Hit: the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 13 Dexterity check to extinguish the flames.
4. Odd Fumes: The targeted creature must succeed on a DC 13 Constitution saving throw. On a failed check it takes 11 (3d6) poison damage and is poisoned for 1 hour, otherwise the target takes half the damage and isn't poisoned. At the end of each of its turn the creature can make a Constitution saving throw, on a success the condition ends and it become immune to the effects of this concotion for 24 hours.
5. Laughing Gas: The targeted creature must succeed on a DC 13 Constitution saving throw or fall into an uncontrollable laughter until the end of its next turn. It falls prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
6. Eye Washer: The targeted creature must succeed on a DC 13 Constitution saving throw or become blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the condition ends.



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