These bizarre creations, now known only in ancient art dating back to the Age of Giants, are thinking machines that could control their slaves. For some esoteric reason, they are always depicted leading a band of lesser humanoids on collars.
The cogitators, as they were known, were forged of dark magic and forbidden technology. First, the head of a dying giant overlord was removed and preserved and enlarged by necromantic means. Then, mutilating blades and grasping arms were added, as well as a sheath of armour and a furnace of unknown origin, powering the entire creature and enabling it to float. These cogitators were capable of incredible intelligence and logistical management, organizing enormous constructions. They usually keep a gaggle of slaves on leashes, who can go no further than fifty feet from them, to prevent destructive magic being unleashed on them. Hooks:
COGITATOR Huge monstrosity, lawful evil Armour Class 17 (natural armour) Hit Points 189 (18d12 + 72) Speed 15ft., fly 20ft. (hover) Str 14 (+2); Dex 9 (-1); Con 18 (+4); Int 21 (+5); Wis 16 (+3); Cha 14 (+2) Proficiency bonus +5 Saving Throws Int +10, Wis +8 Skills History +15 Damage Resistances necrotic, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't adamantine Senses truesight 60ft., passive Perception 13 Languages Giant, telepathy 50ft. Challenge 15 (13,000 XP) Adamantine Weapons. The cogitator's weapon attacks are magical and adamantine weapons. These attacks deal full damage to petrified targets. Petrifying Gaze. If a creature starts its turn within 50 feet of the cogitator and the two of them can see each other, the cogitator can force the creature to make a DC 17 Constitution saving throw if the cogitator isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the cogitator until the start of its next turn, when it can choose to avert its eyes again. If it looks at the cogitator in the meantime, it must immediately make the save. The cogitator's gaze cannot be reflected by shiny surfaces, but can be reflected by magic. Vivisection. A creature that witnesses an ally it can see within 30 feet reduced to 0 hit points by the cogitator's many blades must make a DC 15 Charisma saving throw or become frightened of the cogitator. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature remains frightened. ACTIONS Many Blades. Melee Weapon Attack: +7 to hit, reach 10ft., each target within reach. Hit: 23 (6d6 + 2) slashing damage. If the target is reduced to 0 hit points by this attack, it is slain instantly and turned into a pile of 8-inch by 4-inch by 4-inch bricks and whatever other parts have been trimmed off to make these shapes. Radiant Sight (Recharge 5-6). Ranged Spell Attack: +10 to hit, range 120ft., up to two targets. Hit: 42 (12d6) radiant damage, and the target emits bright light in a 5-foot radius until the end of their next round. Attacks against the target have advantage until this light ends. Also posted on Game Masters Stash on 29 February 2020. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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