Glass Sentinel (Fodder)
rating: 0+x

By Anotherpawn

These constructs were created by the hermit scholar Bel'Drul to protect his decrepit home on the south slope of the Cold Claw Range. Bel'Drul bound the spirit of several warriors to their mortal remains, and encased those remains in magically imbued glass armor. While they cannot speak or negotiate, these constructs do contain the sentience of (formerly) living warriors, and are not simple automatons.

Once activated they will evaluate foes before determining if they are welcome visitors or not. Each construct wields two short swords, and favors overwhelming all-out attacks to subdue intruders quickly.

ST: 11 HP: 8 Speed: 7
DX: 11 Will: 10 Move: 7
IQ: 10 Per: 10
HT: 10 FP: 10 SM:
Dodge: 10 Parry: 9 DR: 3

Glass Short Sword (13): 1d+1

Traits: Doesn't sleep, breathe or Eat/Drink, Fragile (Brittle, Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Indomitable, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving), Mute, No Sense of Smell/Taste, Single Minded, Temperature Tolerance 10, Unfazeable, Unhealing (Partial), Vulnerability (Crushing Attacks x2)
Skills: Shortsword DX+1 (4) 12, Brawling DX+2 (4) 13, Body Language Per+0 (2) 10, Detect Lies Per-1 (2) 9, Intimidation Will+1 (4) 11
Class: Construct
Notes: Any crippling blow to a limb will shatter the glass armor encasing it, returning it to inert sand. The constructs' weapons suffer the same fragility. While these undead warriors' souls are bound to their remains, their armor grants them mobility, and once shattered the remains encased within will collapse helplessly.


Adventure Ideas

If Players can discover a way to communicate with the ancient beings trapped within these constructs, they may learn valuable information.