False Grandfathers


A traveling clock salesman, having found himself lost in a stretch of treacherous woods, is waylaid by bandits. His life and his cash are taken, and the caravan, still full of clocks, is left to rot in the wilderness.
A decade passes. The clocks, deprived of their time-telling purpose, are getting bored.


False Grandfathers
Armor: as Unarmored (as Leather from behind due to lack of delicate glass/machinery to crush)
Move: 10’
Hit Dice: 2
1 fall/crush attack: Upon a successful to-hit roll, the victim takes 1d6 damage and must make a successful saving throw versus Paralysis to avoid being pinned under the clock’s weight. 
Morale: 8


False grandfathers are sentient clocks fascinated by signs of the repetitive passage of time: running streams, windmills, manual labor, wavering flags, etc. They are curious, peaceful creatures, but if attacked will reciprocate with the full force of their body weight, casually falling backwards onto their attacker.

Enterprising wizards keep a few of these strange clocks on hand to find leaks in their castles. In the wild, false grandfathers stay still for such a long time that birds are found roosting atop them. Some are of such fine craftwork that they would fetch a pretty penny on the local market, if only they didn’t have the annoying habit of waddling away.

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