Brass Man
Moving slowly and punctually with clanging, unnerving footfalls, and heavy breaths that sound like vapor through a steam vent, a brass man is a terrifying amalgam of science, magic, creature and construct. Once living, thinking individuals, each brass man has undergone a process to alchemically merge their body with a suite of brass armor. While reanimated corpses are the most common fodder for this experiment, there is nothing to stop the process from being performed on a still-living humanoid.
Less Man than Machine The armor which surrounds a brass man runs on a very complex set of alchemical processes, interacting with the brain and body of the creature inside to grant the brass man incredible strength and endurance, but at the cost of their free will. A brass man is forced to serve their creator unfaltering, preforming whatever task they are st to no matter its outcome. While a brass man can be created from the body of any creature, intelligent humanoid are preferred, since the intelligence of a brass man is related directly to their intelligence previous to the transformation. It is for this reason that some alchemists of lesser sanity and with looser morals prefer to use still-living humanoids instead of reanimated corpses, believing they make more intelligent servants.
A Hollow Heart The armor of a brass man is not exclusively bonded to their skin the process for creating a brass man bonds some of the armor the creature's internal organs as well, converting them into works of artifice that help the creature to breath in dangerous environments, filter poisons from their blood streams, and keep them from freezing or becoming overheated. However, the delicate balance of a brass man can be easily when it encounters strong acids or electrical shocks, which risk starting chemical chain reactions. The only organ of a brass man left untouched, save for chemical influence, is the brain. Still entirely organic, a brass man created from an animated corpse might regain some dim memories of its former life, and a brass man created from the living is still the same being entirely, forced into a life of mechanical servitude.
Forbidden Creations In the cities and empires of Rabiah, necromancy is not viewed as inherently evil, like it is on other worlds. But its practice is more of an open secret, its discussion limited in polite circles, and those who study its applications viewed as a necessary evil. But since a brass man can be created from an entirely living creature, the process of making one is outright banned in most locations on Rabiah, and the majority of Rabiah's people view the creation of a brass man as an unholy process, which spits in the face of morality and compassion. The use of alchemy for nefarious purpose is poorly viewed, and so wile slavery itself is not illegal in much of Rabiah, a brass man holds a different position in society's values. That being said, while the creation of a brass man is likely to be outlawed, the ownership of one holds a morally grey area. Technically defined as slaves, the ownership of a brass man is considered in poor taste, and may prompt investigations to ensure they were brought through the proper channels. But even in areas where humanoid slavery is outlawed, a brass man might be considered more construct than humanoid, and act as a borderline case.
Brass Man
Moving slowly and punctually with clanging, unnerving footfalls, and heavy breaths that sound like vapor through a steam vent, a brass man is a terrifying amalgam of science, magic, creature and construct. Once living, thinking individuals, each brass man has undergone a process to alchemically merge their body with a suite of brass armor. While reanimated corpses are the most common fodder for this experiment, there is nothing to stop the process from being performed on a still-living humanoid.
Armor Class | 16 (natural armor) | ||
---|---|---|---|
Hit Points | 10d8+40 | ||
Speed | 30 ft. | ||
Strength | 18 (+4) | ||
Dexterity | 8 (-1) | ||
Constitution | 18 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 8 (-1) | ||
Damage Vulnerabilities | Acid | Lightning | |
Damage Resistances | Cold | Fire | |
Damage Immunities | Necrotic | Poison | Bludgeoning |
Piercing | Slashing damage from nonmagical weapons that aren't adamantine | ||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Darkvision 30 ft. | Passive Perception 10 | |
Languages | Understands all languages it knew in life and | the languages of its creator, but can't speak | |
Challenge | 2 (450 XP) | ||
Special | Undead Engine | If the brass man takes a bonus action on its turn, | its speed becomes 0 and it can't take a reaction until the start of its next turn |
Action 1 | Multiattack | The brass man makes one slam attack and one stomp attack. | Then it can use its bonus action to make an additional melee weapon attack |
Action 2 | Slam | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d8+4 bludgeoning damage, | and the target must succeed on a DC 14 Strength saving throw or be knocked prone. | Then if the target is prone, the brass man can make |
a stomp attack against it as a bonus action | |||
Action 3 | Stomp | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d10+4 bludgeoning damage. | If the target is prone, this attack deals an additional 1d10 bludgeoning damage |
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