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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
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