Type: Monster
Size: Large
Hit Dice: 7
Armor Class: 24
Attack: 2 claws (1d6 + rend), bite 1d8
Movement: 30′ (Climb 20′)
Save: 13; MR 15%
Intelligence: Average
Alignment: Chaotic (CE)
No. Appearing: 1 or 3
XP/CL: 2,100/9
SA—Magic use (magic-user spells, up to 4th level)
SD—Immunities (disease, poison, negative energy)
SP—Animate objects, grease, make whole, rusting grasp,
speak with machines*.
Rust hags look like mechanical beings made of rusty, squeaking
parts and dressed like a salvager. They are found in old ruins, abandoned
bunkers and in places where junk accumulates. Rust Hags are obsessed with machines, seeking out bits of ancient technology and
seeking to reactivate them for their own purposes. As they are hags, and thus kin to giants, rust hags are very dangerous beings, though they can be dealt with if approached from a position of strength. They eat humans and other races, enjoying the flesh of children and halflings most of all.
A Rust hag can create Scientific Items (see BnT page 244-247 for details), taking one day per 10gp of the sales price of a Scientific Item to craft that item. If hired to build scientific items, a rust hag will demand 10gp per day and room and board while working on these items. A rust hag will always have at least a few scientific items with her for trade. Roll 1d4 times on the “Science Items” list on page 244 to determine what items the hag has on her person.
A Rust hag can create Scientific Items (see BnT page 244-247 for details), taking one day per 10gp of the sales price of a Scientific Item to craft that item. If hired to build scientific items, a rust hag will demand 10gp per day and room and board while working on these items. A rust hag will always have at least a few scientific items with her for trade. Roll 1d4 times on the “Science Items” list on page 244 to determine what items the hag has on her person.
In the lands of Ameru-Ka, rust hags can be found anywhere that old technology can be found. They are numerous in Maskinborg, and are greatly admired by the Sulfur Dwarves and Gremlins of that city-state. Many travel about in salvage Landships powered by old tech and magic and crewed by a motley crew of villains. Wicked dwarves, ogres, goblins and humans are their most frequent minions in such ships.
NEW SPELL
Speak with Machines*
Level: Cleric 6, Transmuter 6
Range: Personal
Duration: 10 minutes
You gain the ability to speak with machines, which relate
to you who or what has touched them as well as revealing what their function
is. This spell automatically reveals the function and means of operation of
scientific items (See BnT Rulebook page 245 for details).
These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!
No comments:
Post a Comment