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Geistcatcher’s Rig

Since Avacyn's disappearance, many of the angels from the Fight of Alabaster have been pulled away from their duties in shepherding the departed, their wings turned to the search for the archangel. Their loss is keenly felt, and spirits and geists run rampant in the small town and graveyards of Innistrad like never before. To deal with the rising number of these restless dead, the Church of Avacyn created the official job of geistcatcher, and began handing licenses of employment to any that could prove to a church superior that they were equipped to hunt and catch ghosts. While their services are surely needed, the lax interviewing process for the position has led to the job accidently being given to a number of alchemists and mad scientists in disguise.   The Ultimate in Geistcatching Assistance The possession of the geistcatcher's licenses by these unsavory is, for many, a blemish on the Church's public appearance. But the aide given by such madmen has proven uncharacteristically useful, with a large number of strange new inventions and devices crafted by them, chief among which is the geistcatcher's rig. For a time, these wheeled machines dominated the geistchatching business, until the public at large began to catch on the exactly how the machines were smart enough to differentiate friend from foe. Once it came out that the rig was powered by the reanimated brains of the dead, the Church formally banned their use and construction, though rumors swirl that this ban has since been lifted in parts of Nephalia where ghostly residents are beginning to outnumber the living.   Equipped for the Hunt Even the outline of a geistcatcher's rig is immediately distinguishable from a distance, resembling a large cart with two enormous lanterns on the back. But even in the dead of a starless night a gesitcatcher's rig can be spotted from hundreds of feet away by their eerie incandescent glow. The large glass containers on the back of the rig are actually containment units for any ghost, spirits, or geists, or wraiths it stumbles across, which it draws into itself by means of a powerful suction tube on the front. Once a rig starts to fill up, it's presence is often announced ahead of time by the moans and cries of the undead swirling and spinning in their prison, loud enough to penetrate even it's double-lined reinforced glass. Ultimately though, the geistcathcer rig's greatest asset is its ability to generate bursts of powerful electricity to crawl along the coils on its back and the pincers at its head, and which also keep the rig animated from night to night. Of course, this strength is also its most perturbing sin, and even the Church is unaware that the electricity which fuels the rig is crafted by tearing apart and forever destroying the doomed and departed souls that it captures.  

Geistcatcher’s Rig

Since Avacyn's disappearance, many of the angels from the Fight of Alabaster have been pulled away from their duties in shepherding the departed, their wings turned to the search for the archangel. Their loss is keenly felt, and spirits and geists run rampant in the small town and graveyards of Innistrad like never before. To deal with the rising number of these restless dead, the Church of Avacyn created the official job of geistcatcher, and began handing licenses of employment to any that could prove to a church superior that they were equipped to hunt and catch ghosts. While their services are surely needed, the lax interviewing process for the position has led to the job accidently being given to a number of alchemists and mad scientists in disguise.


Armor Class16 (natural armor)
Hit Points 16d10+96
Speed50 ft.
Strength18 (+4)
Dexterity8 (-1)
Constitution22 (+6)
Intelligence10 (+0)
Wisdom12 (+1)
Charisma12 (+1)
Damage ResistancesBludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesLightningNecroticPoison
Condition ImmunitiesExhaustionPetrifiedPoisoned
Prone
SensesDarkvision 120 ft.Passive Perception 11
LanguagesUnderstands the languages it knew in life but can't speak
Challenge9 (5000 XP)
Special 1Ethereal SightThe rig can see 60 ft. into the Ethereal Plane when it is on the Material Plane
Special 2IlluminatedThe rig gives off bright light in a 10-foot radius and dim light for additional 30 ft.
Special 3Lighting AbsorptionWhenever the rig is subject to lightning damage,it takes no damage and instead regains a number of hit points equal to the lightning damage dealt
Special 4Magic WeaponsThe rig's weapon attacks are magical
Action 1MultiattackThe rig makes two attacks with its pincers or one with its ballista
Action 2PincersMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 2d10+4 piercing damageplus 3d8 lightning damage
Action 3BallistaRanged Weapon Attack d20+6 to hit
Range 120/480ft., one targetHit 3d10 piercing damageplus 3d10 lightning damage
Action 4Gust CannonThe tube at the front of the rig creates a powerful suction force.All flying creatures in a 60-foot cone must make a DC 18 Strength saving throw
or be pulled 30 feet towards the rig.If an incorporeal undead is pulled with 5 ft. of the rig in this way,it is automatically sucked into the rig's containment unit,and the rig's lightning rod action automatically recharges
Action 5Lightning Rod (Recharge 5-6)The rig unleashes a bold of lightning in a 60-foot line that is 5 feet wide.Each creature in that line must make a DC 16 Dexterity saving throw,
taking 8d10 lightning damage on a failed save,or half as much on a successful one

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