A Fractyl is a rare creation of pure Order, so pure that its very presence on the Material Plane causes its logic to decay irreparably. Although they are powerful, even a brief trip to the Material Plane causes permanent 'materialization', let alone exposure to creatures of the Chaotic planes. They are thus used only sparingly and for highly important missions. Modrons particularly find fractyls to be 'sacred' creatures, possessing purity unlike any other beings. They venerate them in such a manner even when corrupted, making them
In appearance, fractyls are large, vaguely humanoid shapes of geometric design, their 'skin' constantly shifting inwards as if being folded back upon themselves. They are ideally pure white in colour, and become stained through exposure to other materials or objects. Their fists are their primary weapons. Hooks:
FRACTYL Large construct, lawful neutral Armour Class 18 (natural armour) Hit Points 114 (12d10 + 48) Speed 30ft. Str 20 (+5); Dex 16 (+3); Con 18 (+4); Int 3 (-4); Wis 12 (+1); Cha 3 (-4) Proficiency bonus +3 Senses Truesight 120ft., passive Perception 11 Languages understand all languages but do not speak Challenge 8 (3,900 XP) Axiomatic Mind. The fractyl can't be compelled to act in a manner contrary to its nature or its instructions. However, see the degradation trait, below. Disintegration. If the fractyl is reduced to 0 hit points, its body disintegrates into dust, leaving behind anything it was carrying. Degradation. A fractyl that rolls either a 1 or a 20 on any d20 roll experiences signal degradation, as they begin to have wider understanding of the entire universe. Each time a fractyl experiences signal degradation, they immediately become stunned until the end of their next turn, and their Intelligence and Charisma scores increase permanently by 2. In addition, their maximum hit points are increased by 9 (1d10 + 4). A fractyl that reaches 15 hit dice becomes neutral permanently, and a fractyl that reaches 20 hit dice becomes chaotic neutral permanently. Purity of Order. Celestials, elementals, fey, fiends, and undead have disadvantage on attacks rolls against a fractyl. ACTIONS Multiattack. The fractyl makes two fist attacks. Fist. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and 7 (2d6) thunder damage. Destructive Wave (recharge 5-6). The fractyl strikes the ground, creating a burst of energy that ripples outwards in a 30-foot radius. Each creature the fractyl chooses within the radius must make a Constitution saving throw (DC 16). On a failed saving throw, an affected creature takes 5d6 thunder damage and 5d6 radiant damage and is knocked prone. On a successful saving throw, the creature takes half as much damage and isn't knocked prone. Adapted from the earlier version of the Fractyl, published on 20 November 2019. Comments are closed.
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