Tesla's Traps and Constructs

View previous topic View next topic Go down

Tesla's Traps and Constructs

Post by Admin on Wed Sep 09, 2015 11:45 pm

Simple devices
Clockwork Toy - 25gp This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. The toys have an AC of 5 and 1 hp.
Fire Starter - 25gp. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box - 25gp When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Poison Injector - 30gp (modification): This device modifies a dagger or short sword to allow you to apply poison to a weapon as a bonus action.
Simple Lock - 8gp This lock require a DC 15 to pick
Tinker trap - 16gp The device functions as a hunting trap dealing 1d6+ the creators int modifier (in this case +2)
Crossbow Repeater -20gp (modification): This device modifies a light or heavy crossbow to lose the loading property
Slingshot gauntlet - 12gp (modification): This device is a modified gauntlet that functions as a sling. (It provides advantage on sling attacks.)
Voice Recorder -20gp (and 5gp per disk) This device records 10 seconds of audio. Each disc can only be recorded on once.
Night Glasses -20gp This device when worn over the eyes grants the wearer darkvision of 30ft.
Spring Boots (modification) -25gp Attached to one's footwear, the device increases the wearers long jump distance by 10 ft and their high jump distance by 5 ft.
Grappling gauntlets -25gp This device grants the user advantage on climbing checks and they climb at their walking speed. The hooks do 1d4 bludgeoning damage when fired at someone at close range.
Oil Spray -16gp This device rolls 20 feet and sprays a pint of oil in a 15ft cone as an action

Moderate Devices
Pet Drones - 25gp The pet drones are mechanical versions of CR 0 pets and have the same stats as the animal they represent.
Mondrone - 240gp Use the Monodrone stats found on page 224 of the monster manual. Replace Disintegrate with Combustion (If the Modrone is destroyed any creature within 5ft must make a dex save. DC15 or take 1d4 fire damage. On a failed save take half damage.)
Duodrone - 280gp Use the Duodrone stats found on page 225 of the monster manual. Replace Disintegrate with Combustion (If the Duodrone is destroyed any creature within 5ft must make a dex save. DC15 or take 1d6 fire damage. On a failed save take half damage.)
Tridrone - 320gp Use the Tridrone stats found on page 225 of the monster manual. Replace Disintegrate with Combustion (If the Tridrone is destroyed any creature within 5ft must make a dex save. DC15 or take 1d8 fire damage. On a failed save take half damage.)
Moderate Lock - 20gp This lock require a DC 18 and thieves tools in order to pick

Complex Devices
Endoskeleton - 200gp Use skeleton stats (mm 272) but change Con. to 10 and HP to 18. Combustion (If the Endoskeleton is destroyed any creature within 5ft must make a dex save. DC15 or take 1d4 fire damage. On a failed save take half damage.)
Clockwork Sentry - 400gp Use Animated Armor stats (mm 19) but change Int, Wis, and Cha to 6. Replace Antimagic Susceptibility with Combustion (If the Tridrone is destroyed any creature within 5ft must make a dex save. DC15 or take 1d8 fire damage. On a failed save take half damage.)
Quadrone - 400 Use the Quadrone stats found on page 226 of the monster manual. Replace Disintegrate with Combustion (If the Quadrone is destroyed any creature within 5ft must make a dex save. DC15 or take 1d8 fire damage. On a failed save take half damage.)
Pentadrone - 480 Use the Pentadrone stats found on page 226 of the monster manual. Replace Disintegrate with Combustion (If the Pentadrone is destroyed any creature within 5ft must make a dex save. DC15 or take 1d8 fire damage. On a failed save take half damage.)
Complex Lock- 40gp This lock require a DC 22 and thieves tools in order to pick

Master Devices

Admin
Admin

Posts : 65
Join date : 2015-08-17

View user profile http://viranha.fullboards.com

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum