Revenge of the Sheens – More Mechanical Horrors!

Revenge of the Sheen

“Metal things, metal things, why do you get in my way?  My favorite ditch, destroyed!  They ate my gold!  One of them stole one of my axes!  Tin can bastards are going in my book, my book of grudges!  Blasting that damned fox into near-dust was entertaining, but I still hate them!  Back to the chained islands with all of you!  A cursed land, of course it’s the place they crawled out of!  I’ll make them crawl back!” – Boron, Unhinged Dwarf Warrior/Rune-Crafter, “Ally” of Geber, survivor of The Massacre of Ignis

Lesser Sheen models have proved to be quite destructive.  However, far worse ones wait for their chance to strike.  Some seek to hack through organic like, while others harvest whatever secrets they have to further help the sheen agenda.  Their mechanical terror knows very few limits, expanding and changing at rapid rates.  In fact, new forms of sheen have emerged from their studies of the prime material plane itself.

Author’s Note: Here are the rest of the Sheens from both articles.  These baddies should prove to be far more formidable than the previous post, especially the massive power tree!  That’s an end campaign boss, more or less!  With the Sheen out of the way, I think I’ll slowly move towards my horror/dark fantasy theme I do every autumn.

 

Render

Sheen 6

Towering sheens, built to rip and tear.  Their purpose is simple, combat.  They exist to defense the machine cyst while violently destroying organic life.  With its multiple arms, it can either hone in on a single victim or assault multiple ones.

Huge construct (sheen), neutral

Armor Class 24 (reinforced armor)

Hit Points 200 (16d12 + 96)

Speed 40 ft.

STR 22 (+6) DEX 18 (+4) CON 22 (+6) INT 13 (+1) WIS 15 (+2) CHA CHA 7 (-2)

Saving Throws Dexterity +9

Skills Acrobatics +9, Athletics +11, Perception +7

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses Blindsight 60 ft., passive Perception 17

Languages Sheen

Challenge 14 (11,500 XP)

Superior Electrical Discharge.  As a bonus action, the sheen may infused its own power into its attacks.  This deals an extra 7 (2d6) lightning damage when it hits with its next successful melee attack.  This effect lasts until the start of its next turn or until used.

Magic Susceptibility.  Sheens suffer one additional point of damage for every die rolled from a damaging spell (that the sheen is not immune to).

Sheen Defensive Field (Recharge 6).  The sheen can use a reaction against an attack to generate a minor force field.  When hit by an attack, the sheen gains 21 (6d6) temporary hit points.  These last for up to 1 hour or until this ability is used again.  It cannot use this ability while it still has temporary hit points.

ACTIONS

Multiattack.  The sheen may make up to six blade arm attacks or two blade mandibles attacks.

Blade Arms.  Melee Weapon Attack: +11 to hit, reach 10 ft., one target.  Hit: 11 (1d10 + 6) slashing damage.

Blade Mandibles.  Melee Weapon Attack: +11 to hit, reach 10 ft., one target.  Hit: 22 (3d10 + 6) piercing damage plus 11 (2d10) slashing damage.

Plasma “Breath” (Recharge 5 or 6).  The sheen unleashes a blasting surge of plasma energy from an apparatus on its mandibles.  All creatures within a 90 ft. cone from the sheen must make a DC 19 Dexterity saving throw or take 88 (16d10) plasma damage*.  Success results in halved damage.

 

Burrower

Sheen 9

Far larger than most victims will ever see.  Most of its body has a particular cone shape.  The burrower is a massive construct built for constructing of tunnel access ways, as well as mining particularly strong minerals.  In addition, it has more than enough fire power to retaliate, complete with a drilling laser that’s just as capable of fighting off foes as it is chiseling into rock.

Huge construct (sheen), neutral

Armor Class 21 (reinforced armor)

Hit Points 92 (8d12 + 40)

Speed 40 ft., burrow 40 ft.

STR 17 (+3) DEX 10 (+1) CON 20 (+5) INT 9 (-1) WIS 12 (+1) CHA 5 (-3)

Skills Perception +4

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses Tremorsense 120 ft., passive Perception 14

Languages Sheen

Challenge 7 (2,900 XP)

Magic Susceptibility.  Sheens suffer one additional point of damage for every die rolled from a damaging spell (that the sheen is not immune to).

Sheen Defensive Field (1/day).  The sheen can use a reaction against an attack to generate a minor force field.  When hit by an attack, the sheen gains 22 (5d8) temporary hit points.  These last for up to 1 hour.

Submerged Tactics.  The sheen can use its Plasma Needle attack from melee or range, even when underground.  This can also count for a surprise attack.

Weak Arms.  Should the sheen suffer 10 or more damage from one hit, it must make a DC 12 Constitution saving throw.  Upon failure, it loses one of its attacks.  In addition, reduce plasma needle damage by 1/2 until all arms are lost.  Should it lose all arms, it will try to retreat from battle.

ACTION

Multiattack.  The sheen makes up to six attacks with its stinger arms per round.

Plasma Needle.  Ranged Weapon Attack: ++5 to hit, reach 15 ft. or range 30 ft., one target.  Hit: 41 (9d8 + 1) plasma damage* or 22 (5d8 + 1) plasma damage* if the sheen has one or more arms missing.

Stinger Arms.  Melee Weapon Attack: +7 to hit, reach 15 ft., one target.  Hit: 7 (1d6 + 4) piercing damage.

 

 

 

Phaser

Sheen 8

Orb-like, with many tentacle-like arms, the phaser is among the newer models of sheen to be created… and one of the most dangerous.  It has the ability to pass through solid matter.  While corporeal, this floating black globe pulses with ominous red light.  Its tendril arms can wield several hundred pounds, usually phasing with it.  One of its deadly methods of attack is to phase a victim within another object, causing heavy damage.  While not otherwise useful for combat, these sheen are valuable for data gathering and stealth.

Small construct (sheen), neutral

Armor Class 14 (reinforced armor)

Hit Points 77 (9d6 + 45)

Speed 0 ft., fly 60 ft.

STR 12 (+1) DEX 10 (+0) CON 20 (+5) INT 14 (+2) WIS 14 (+2) CHA 5 (-3)

Skills Perception +6, Stealth +4

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses Blindsight 60 ft., passive Perception 16

Languages Sheen

Challenge 4 (1,100 XP)

Magic Susceptibility.  Sheens suffer one additional point of damage for every die rolled from a damaging spell (that the sheen is not immune to).

Phasing.  The sheen can use its bonus action to phase through various materials, including the hardest of metals.  The sheen can then move through various walls and surfaces as if it had the incorporeal feature.  However, it cannot end its movement in a solid space.  Furthermore, should it be grappling a creature and dragging them through a surface, it can choose to apply its phasing to the target as well.  Should it end the target’s phasing (without taking an action) in a solid space, the target must make a DC 15 Constitution saving throw or take 33 (6d10) force damage.

Sheen Defensive Field (1/day).  The sheen can use a reaction against an attack to generate a minor force field.  When hit by an attack, the sheen gains 9 (2d8) temporary hit points.  These last for up to 1 hour.

ACTIONS

Grappler Arms.  Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  Hit: 4 (1d6 + 1) bludgeoning damage.  In addition, the target is grappled if it is large size or smaller.  The escape DC to break free is DC 13.

Mini Laser.  Ranged Weapon Attack: +2 to hit, range 30 ft., one target.  Hit: 7 (2d6) laser damage.**

 

 

Variant Render: Arcanosheen

Sheen 10

A shocking and horrifying revelation, the Sheens are able to utilize and produce magical effects!  Built from the chassis of a Render unit, the arcanosheen is modified with a specific central tank unit that carriers an alchemical liquid.  This potent brew is useful for channeling its mystical powers.  Far more unsettling, the arcane essence that these sheens loot from mages allows them to copy and cast their own spells flawlessly.

The arcanosheen shares the stats of the render, with the following changes:

  • Hit Points 250 (20d12 + 120)
  • INT 18 (+4), CHA 10 (+0)
  • Saving Throws Intelligence +9, Wisdom +6, Charisma +5
  • Skills Acrobatics +9, Athletics +11, Perception +7
  • Damage Resistances psychic; bludgeoning, piercing and slashing damage from non-magical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Martial Caster.  The sheen may make up to 2 attacks with its blade arms after casting a spell.
  • Spellcasting.  The arcanosheen casts spells like a level 14 wizard, pulling from a modified wizard spellcasting list.  Due to its mechanical prowess, as well as the alchemical apparatus in its torso, material components are waved.  It uses Intelligence as its spellcasting modifier (DC 15, +7 to hit): 18 spells (13)
    • Cantrips (5 At-will). chill touch, green flame blade, light, mending, mold earth
    • 1st Lv. (4 Slots) charm person, magic missile, sleep
    • 2nd Lv. (3 Slots) acid arrow, mirror image, knock
    • 3rd Lv. (3 Slots) fireball, lightning bolt
    • 4th Lv. (3 Slots) evard’s black tentacles, stoneskin, wind wall
    • 5th Lv. (2 Slots) cloudkill, cone of cold, hold monster
    • 6th Lv. (1 Slots) true seeing
    • 7th Lv. (1 Slots) finger of death
  • Challenge 16 (15,000 XP)

 

 

Power Tree

Sheen 7

“Oh no.”

(Created by Dragon Magazine contest winner, Samuel Wright!)

A colossal sheen unlike anything else among the Machine Cyst.  Despite its name, it looks more like an upside down dome, assembled for some great purpose.  Its many arms are often busy maintaining and altering lesser sheens, readying them for further campaigns of conquering.

Gargantuan construct (sheen), neutral

Armor Class 26 (reinforced armor)

Hit Points 580 (40d20 + 160)

Speed 10 ft.

STR 24 (+7) DEX 19 (+4) CON 19 (+4) INT 17 (+3) WIS 16 (+3) CHA 10 (+0)

Saving Throws Strength +16, Dexterity +13, Constitution +13, Intelligence +12, Wisdom +12, Charisma +9

Skills Perception +12

Damage Resistances cold, necrotic; bludgeoning, piercing and slashing from non-magical weapons

Damage Immunities poison, psychic, radiant, thunder

Condition Immunities charmed, frightened, paralyzed, poisoned, prone

Senses Blindsight 120 ft., passive Perception 22

Languages Sheen

Challenge 30 (155,000 XP)

Magic Susceptibility.  Sheens suffer one additional point of damage for every die rolled from a damaging spell (that the sheen is not immune to).

Sheen Charger.  When a sheen enters the same area as the power tree and remains there for at least 1 hour, it regains any lost hit points, as well as used abilities.

Sheen Defensive Field (1/day).  The sheen can use a reaction against an attack to generate a minor force field.  When hit by an attack, the sheen gains 78 (12d12) temporary hit points.  These last for up to 1 hour or until this ability is used again.

Unified Attacks.  When using an attack that can hit multiple targets at once, the attack roll is rolled once and used for all targets.

ACTIONS

Multiattack.  The sheen can use arm barrage up to four times per round.  It may attack with Energy Charge Shot twice per round.

Arm Barrage.  Melee Weapon Attack: +16 to hit, reach 20 ft., up to two targets within reach.  Hit: 35 (8d6 + 7) bludgeoning damage.  (UP TO 280 PER ROUND!?)

Energy Charge Shot.  Ranged Weapon Attack: +13, range 60 ft., 240 ft., up to 4 targets within 5 ft. of each other 32 (5d10 + 4) force damage.

Extreme Electrical Discharge (Recharge 4 – 6).  All creatures within 60 ft. must make a DC 26 Dexterity saving throw or take 55 (10d10) lightning damage.

 

*Plasma damage counts as both fire and radiant damage, for the sake of resistance and immunity.

**Laser damage counts as both fire and lightning damage, for the sake of resistance and immunity.

 

IMAGE CREDIT.  Mark Nelson – Revenge of the Sheens/Various Sheens; Todd Lockwood – Render sheen

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