Page 175 - Waterdeep - Dungeon of the Mad Mage_Neat
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• The wasps are constructs with AC 16 (natural armor), Shockerstomper consists of a 30-foot-diameter, sau-
24 hit points each, and darkvision out to a range cer-shaped platform mounted atop seven mechanical
of 60 feet. legs. Crowning the platform are three spherical turrets,
• They have immunity to poison and psychic damage, each with a brass nozzle. The entire construction stands
as well as immunity to the charmed, frightened, para- 20 feet tall. The control module is a chamber obscured
lyzed, petrified, and poisoned conditions. from view in the center of the contraption, nestled be-
tween the three turrets.
TREASURE Shockerstomper has blindsight out to a range of 60
Scattered among the discarded machinery are a couple feet and is blind beyond this radius. It activates when a
of salvageable inventions. You can add other inventions creature comes within 60 feet of it. Once it is activated,
of your own design. Shockerstomper attempts to destroy all creatures in the
Dodecahedron of Doom. A rare wondrous item, this cavern. It can't pursue creatures beyond the cavern, be-
twelve-sided metal die is 12 inches across and bears the cause it's too big to fit through the exit. The characters
numbers 1through12 engraved on its pentagonal sides. earn 11,500 XP for disabling or defeating it.
The dodecahedron contains arcane clockwork mecha- Shockerstomper is a Gargantuan construct with im-
nisms that whir and click whenever the die is cast. munity to poison and psychic damage, as well as the
The dodecahedron can be hurled up to 60 feet as an blinded, deafened, charmed, frightened, paralyzed, and
action. A random magical effect occurs when the die poisoned conditions. It has a walking speed of 40 feet.
comes to rest after rolling across the ground for at least Its main body (saucer and turrets) has AC 18 and 300
10 feet. If an effect requires a target and no eligible tar- hit points. Its legs can be attacked separately; each leg
get is within range, nothing happens. Spells cast by the has AC 20 and 50 hit points. When a leg drops to 0 hit
dodecahedron require no components. Roll a d12 and points, it is disabled, and Shockerstomper can use a re-
consult the following table to determine the effect: action to detach it from its main body. Whenever one of
dl2 Effect its legs is disabled, Shockerstomper's walking speed is
reduced by 10 feet. The whole contraption topples over
1-2 The dodecahedron explodes and is destroyed.
and shuts down if four of its seven legs are disabled.
Each creature within 20 feet of the exploding die
Shockerstomper's ability scores are as follows:
must make a DC 13 Dexterity saving throw, taking
Strength 23, Dexterity 10, Constitution 20, Intelligence
40 (9d8) force damage on a failed save, or half as
1, Wisdom l, Charisma 1.
much damage on a successful one.
3-4 The dodecahedron casts light on itself. The effect SHOCKERSTOMPER'S TRAITS
lasts until a creature touches the die. Electrified Surface. A creature that ends its turn in contact with
Shockerstomper's body {saucer or turrets) must make a DC 15
5-6 The dodecahedron casts ray of frost (+S to hit),
Constitution saving throw, taking 22 (4d10) lightning damage
targeting a random creature within 60 feet of it that
on a failed save, or half as much damage on a successful one.
doesn't have total cover against the attack.
7-8 The dodecahedron casts shocking grasp (+5 to hit) Immutable Form. Shockerstomper is immune to any spell or
effect that would alter its form.
on the next creature that touches it.
9- 10 The dodecahedron casts darkness on itself. The SHOCKERSTOMPER'S ACTIONS
effect has a duration of 10 minutes. Multiattack. Shockerstomper makes three Lightning Turret
11-12 The next creature to touch the dodecahedron gains attacks and two Stomp attacks.
ldlO temporary hit points that last for 1 hour.
Lightning Turret. The turret shoots a magical lightning bolt
at one creature within 60 feet of Shockerstomper. The target
Orb of Gonging. This common wondrous item is a
must make a DC 15 Dexterity saving throw, taking 44 (8d10)
hollow, 5-inch-diameter orb that weighs 5 pounds. Its
lightning damage on a failed save, or half as much damage on
outer shell is composed of notched bronze rings, which
a successful one.
can be turned so that the notches line up. Aligning the
notches requires an action, and doing so causes the orb Stomp. Melee Weapon Attack: +8 to hit, reach 10 ft., one crea-
to gong loudly until the notches are no longer aligned. ture. Hit: 22 (3d10 + 6) bludgeoning damage.
The sounds are spaced 6 seconds apart and can be
COUNTERMEASURES
heard out to a range of 600 feet.
Shockerstomper and its elements can be disabled or de-
4. PRETTY BIG HATE MACHI NE stroyed in the following ways.
Trobriand uses this SO-foot-high cavern as a testing area Control Module. A creature atop or above Shocker-
for his most dangerous projects. stomper's platform can locate its control module
with a successful DC 15 Intelligence (investigation)
Wreckage. The cavern is charred from numerous fires
check or Wisdom (Perception) check. As an action,
and explosions. The broken remains of a scaladar and a character can try to open the control module's ac-
smaller, unidentifiable constructs litter the floor.
cess panel, either by tearing it off with a successful
Shockerstomper. Not visible from the cavern entrance
DC 25 Strength (Athletics) check or by dislodging it
is a Gargantuan contraption made of wood, metal, and
with thieves' tools and a successful DC 25 Dexterity
stone. It looms in the northeastern alcove.
check. Behind the panel, embedded in the floor of the
LEVEL 13 I TROllRTANO'S GRAVEYARD

