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Statblocks - Allstein II

The document provides background lore on the floating city of Allstein, describing its crumbling architecture, toxic environment, and roaming automatons. It also summarizes Bestiarum Games' monthly adventure modules, noting they are easy to run and flexible for various campaigns. Statblocks are then provided for several creatures and constructs from Allstein, including ironbond soldiers, bane gunners, balefire turrets, and the towering iron strider.

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Zarco
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© © All Rights Reserved
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0% found this document useful (0 votes)
87 views8 pages

Statblocks - Allstein II

The document provides background lore on the floating city of Allstein, describing its crumbling architecture, toxic environment, and roaming automatons. It also summarizes Bestiarum Games' monthly adventure modules, noting they are easy to run and flexible for various campaigns. Statblocks are then provided for several creatures and constructs from Allstein, including ironbond soldiers, bane gunners, balefire turrets, and the towering iron strider.

Uploaded by

Zarco
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 8

uspended in the heavens by the

Adventure Modules

S
forgotten sciences, Allstein stands as
Bestiarum’s monthly adventure modules are
an eroding monuments to a fallen
easy-to-run and convenient for preparing fun
era. Its crumbling spires and
and darkly atmospheric game nights with your
decaying grandeur are a testament to
friends. The modules are flexible, allowing you
ambition turned to avarice, progress to
to run them as is, plug them into your own
downfall. The thin air is choked with toxic
homebrew campaigns, or you can draw
fumes and the metal alleyways are marred by
inspiration from the lore and encounter
a constant rain of toxic effluvia. Awakened
designs for your very own stories. The dark
men of metal roam these corridors with deadly
horrors of Doaden are myriad and strange,
intent, guarding the sins of a civilization that
and so too are the many adventures that may
flew too close to the sun, while venture crews
be told in these forsaken realms!
delve deep into forbidden halls in attempts to
recover powerful relics of another time when
the arcane magics were far more advanced.

CREDITS
Writer/Designer: Alexander H. Dovermann Produced by: Bestiarum Games
Ironbond Soldier
Ironbond soldiers are a chilling sight, adorned
Ironbond Soldier
in heavy, utilitarian armor that echoes the Medium humanoid, true neutral
industrial might of Allstein. Their faces,
Armor Class 15 (studded leather armor)
obscured by masks that shield them from the Hit Points 44 (8d8 + 8)
toxic fumes of their environment, add an Speed 30 ft.
impersonal, menacing aspect to their STR DEX CON INT WIS CHA
presence. Many have sacrificed parts of their 14 16 12 10 10 10
(+2) (+3) (+1) (+0) (+0) (+0)
bodies to war, replaced now by mechanical
augmentations. These enhancements range Skills Athletics +4, Intimidation +2
Senses darkvision 60 ft., passive Perception 10
from whirring, grinding limbs outfitted with a Languages Common
variety of integrated weapons, to modified Challenge 2 (450 XP)
firearms that blend the arcane with the
Actions
mechanical, a testament to their city's
Multiattack. The soldier makes three attacks: two
technological prowess. with its saw blade and one with its revolver.

Saw Blade. Melee Weapon Attack: +4 to hit, reach 5


ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Revolver. Ranged Weapon Attack: +5 to hit, range


40/120 ft., one target. Hit: 12 (2d8 + 3) piercing
damage.

2 Monster Statblocks – Allstein II


Bane Gunner
Bane Gunners are the epitome of lethal
Bane Gunner
ingenuity in warfare, carrying advanced Medium humanoid, true neutral
firearms that speak of Allstein's blend of
Armor Class 14 (leather armor)
alchemy and mechanics. Their weapons, Hit Points 38 (7d8 + 7)
emitting a low hum and arcane glow, are Speed 30 ft.
capable of firing projectiles with deadly STR DEX CON INT WIS CHA
accuracy and devastating effect. Operating in 12 16 12 12 14 10
(+1) (+3) (+1) (+1) (+2) (+0)
the shadows of the city's towering spires, bane
gunners are both feared and respected for Skills Stealth +5, Perception +6
Senses darkvision 120 ft., passive Perception 16
their ability to control key points with unerring Languages Common
marksmanship. Challenge 2 (450 XP)

Actions
Multiattack. The bane gunner makes two attacks.

Bayonet. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 6 (1d6 + 3) piercing damage.

Rifle. Ranged Weapon Attack: +5 to hit, range 80/240


ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Monster Statblocks – Allstein II 3


Balefire Turret
Balefire turrets are a fearsome presence on
Balefire Turret
the battlefield. These artillery pieces unleash a Large structure
barrage of missiles, devastating enemy ranks.
Creature Capacity 2 Medium creatures
Manned by a crew of two these weapons Armor Class 17 (reinforced structure)
embody the Allstein’s ingenuity in warcraft. Hit Points 55 (10d10)
Speed 0 ft. (stationary)
The artillery, designed for both intimidation
and efficacy, launches devastating blasts that STR DEX CON INT WIS CHA
0 0 0 0 0 0
can decimate structures and lay waste to
enemy formations from great distances. Each Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
piece is a marvel of engineering, combining exhaustion, frightened, paralyzed, petrified,
alchemical energy with mechanical precision, poisoned, stunned, unconscious
operated by a well-trained duo who work in Defensive Entrenchment. A turret may be occupied
seamless coordination to unleash its by up to 2 Medium creatures. Creatures in the turret
gain a minimum AC equal to 17.
destructive potential.
Crewed Operation. The turret cannot take any
actions of its own. Instead, it may be controlled by
any creature occupying it. Each occupying creature
may use their action to make the turret take one of its
own actions.

Actions
Balefire Machine Gun. Ranged Weapon Attack: +0 to
hit, range 80/240 ft., one target or point. Hit: 28
(8d6) piercing damage in a 5-foot radius area. This
weapon requires reloading by spending an action
each time it is fired before it may be fired again. A
creature making an attack with this weapon may add
its own ability modifier for dexterity-based weapons to
the attack roll.

4 Monster Statblocks – Allstein II


Iron Strider Iron Strider
The iron strider is a formidable construct, Large construct, true neutral
looming like a mechanical colossus above its
Armor Class 18 (reinforced plating)
foes. A hapless soldier is encased in a Hit Points 142 (15d10 + 60)
towering mechanical suit, his body fused to Speed 40 ft.
the churning machine. Its form stands on long, STR DEX CON INT WIS CHA
sturdy metal legs designed for both stability 20 18 18 10 14 8
(+5) (+4) (+4) (+0) (+2) (-1)
and mobility. Each arm of this daunting war
machine is equipped with a Balefire guns, Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of its creator
capable of unleashing a hail of relentless but can’t speak
projectile fire. Challenge 9 (5,000 XP)

Heavy Plating. The strider has advantage on saving


throws against spells and other magical effects.

Steady Stride. The strider can move across difficult


terrain without expending extra movement.

Rapid Deployment (Recharge 5 – 6). The strider can


use a Dash action as a bonus action.

Actions
Multiattack. The strider makes two balefire machine
gun attacks.

Balefire Machine Gun. Ranged Weapon Attack: +8 to


hit, range 80/240 ft., one target or point. Hit: 25 (6d6
+ 4) piercing damage in a 5-foot radius area.

Trample (Recharge 4 – 6). The strider slams its feet


into the ground repeatedly, striking nearby foes. All
other creatures within 5 feet must make a DC 16
Dexterity saving throw, taking 28 (8d6) bludgeoning
damage on a failure or half as much on a success.
Creatures that fail the saving throw must make a DC
17 Strength saving throw, falling prone on a failure.

Monster Statblocks – Allstein II 5


Technomagus
The enigmatic technomagi are custodians of
Technomagus
lost knowledge. These strange beings Large humanoid, true neutral
augment their bodies with a plethora of
Armor Class 12 (15 with mage armor)
mechanical limbs and gadgets, deftly fusing Hit Points 97 (15d8 + 30)
magic with technology. Among them, the one Speed 30 ft.
known as Ferrox stands out. His eyes, some of STR DEX CON INT WIS CHA
the last pieces of organic material on his 10 14 14 20 14 16
(+0) (+2) (+2) (+5) (+2) (+3)
metal-smithed body, shine with otherworldly
knowledge, betraying his deep connection to Saving Throws Int +9, Wis +6
Skills Arcana +8, History +8, Investigation +8
the arcane. Like all technomagi, Ferrox is a Damage Immunities psychic
guardian of esoteric truths and a master Senses darkvision 60 ft., passive Perception 12
Languages Common, plus three other languages
manipulator of the very essence of Allstein.
Challenge 11 (7,200 XP)
His mind perpetually interfaces the intricate
Expansive Mind. The technomagus can call upon its
devices around him, granting him the ability to
store of artificial knowledge to refresh any one spell
control and commune with the invisible spirits slot. This ability cannot be used again until the
within metal itself. Through his invisible technomagus finishes a short or long rest.

synaptic influence, he commands the Spellcasting. The technomagus is a 14th-level


awakened men of metal and influences the spellcaster. Its spellcasting ability is Intelligence (spell
save DC 17, +9 to hit with spell attacks). The
city’s arcane machinations in ways that seem
technomagus has the following wizard spells
almost supernatural. prepared:

Cantrips (at will): light, mage hand, mending,


message, shocking grasp
1st level (4 slots): detect magic, mage armor, magic
missile, shield
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): counterspell, dispel magic,
lightning bolt
4th level (3 slots): arcane eye, fabricate, resilient
sphere
5th level (2 slots): telekinesis, telepathic bond, wall of
force
6th level (1 slot): chain lightning, disintegrate
7th level (1 slot): teleport, reverse gravity

Actions
Multiattack. The technomancer makes two laser rifle
attacks or may replace one attack by casting a level 3
spell or lower.

Laser Rifle. Ranged Weapon Attack: +6 to hit, range


100/300 ft., one target. Hit: 15 (3d8 + 2) radiant
damage.

6 Monster Statblocks – Allstein II


disrupts enemy attacks. The combination of
Arcpulse Destroyer
heavy firepower and advanced defensive
The arcpulse destroyer is a marvel of war
technology makes this war machine a symbol
engineering. The tank’s formidable frame is
of Allstein's might and an embodiment of their
augmented with the pinnacle of Allstein's
relentless pursuit of domination through
technological advancements. The main
technological superiority.
armament, a massive ion cannon, is capable of
unleashing blasts of concentrated energy with
devastating effect. It is defended also by an
arsenal of close-range laser guns and more
conventional sponsons that unleash a
relentless barrage against any attackers.
Yet what truly sets the arcpulse model
apart is the electro-magnetic sphere mounted
on its rear. This arcane device, pulsing with
energy, not only powers the behemoth but also
generates a defensive field that distorts and

Monster Statblocks – Allstein II 7


Laser Gun. Ranged Weapon Attack: +10 to hit, range
Arcpulse Destroyer 120/480 ft., one target. Hit: 21 (6d6) radiant damage.
Gargantuan construct, unaligned
Armor Class 18 (reinforced plating) Bullet Sponsons. Ranged Weapon Attack: +10 to hit,
Hit Points 279 (18d20 + 90) range 100/400 ft., one target. Hit: 17 (3d8) piercing
Speed 30 ft. damage.

STR DEX CON INT WIS CHA Legendary Actions


24 6 20 10 10 10
The destroyer can take 3 legendary actions, choosing
(+7) (-2) (+5) (+0) (+0) (+0)
from the options below. Only one legendary action
Damage Immunities poison, psychic option can be used at a time and only at the end of
Condition Immunities blinded, charmed, deafened, another creature's turn. The destroyer regains spent
exhaustion, frightened, paralyzed, petrified, poisoned, legendary actions at the start of its turn.
stunned, unconscious
Senses passive Perception 10 Move. The destroyer moves up to half its speed.
Languages - Bullet Barrage (Costs 2 Actions). The destroyer makes
Challenge 16 (15,000 XP) two attacks with its bullet sponsons.
Electro-Magnetic Pulse (Costs 3 Actions) (Recharge
Electro-Magnetic Field. The destroyer is surrounded by a 6). The destroyer emits a powerful electromagnetic
defensive field that grants it resistance to damage from pulse in a 30-foot radius. All other creatures within the
ranged attacks. area must succeed on a DC 18 Constitution saving
throw or be stunned until the end of its next turn. The
Siege Engine. The destroyer deals double damage to electro-magnetic field ability is disabled until this
structures and objects. legendary action recharges.
Targeting Lock. The destroyer focuses its targeting
Actions systems on a single target it can see within 100 feet. The
next attack made against this target before the end of
Multiattack. The destroyer makes two attacks: one with the destroyer's next turn has advantage.
its ion cannon and one with either its laser gun or bullet
sponsons.

Ion Cannon. Ranged Weapon Attack: +12 to hit, range


150/600 ft., one target. Hit: 31 (3d20) lightning damage.

8 Monster Statblocks – Allstein II

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