These monstrous fey creatures were, at least at one point, not so different from common man. But their minds turned from magic to artificial augmentation. In the years after war campaigns against fey creatures, a group of tinkerers in the Feywilds saw fit to use their intellect to greater means, even if this meant suffering great pains for their advancements.
Cold Iron Corruptors have large swaths of their bodies replaced by the feared metal which causes beings of fey heritage immeasurable amounts of harm. But through this, they gain great power as well against their foes. But in the wake of this, they never forget what the material is doing to their physical bodies as well as their mental states.
Returning the favor to my ally and partner-in-crime Doctor Necrotic for the August RPG Blog Carnival, here is a hideous mash-up of faerie and weird science a la Super Science and Sorcery. You can find his theme for the month here at his site, Daemons and Deathrays. https://daemonsanddeathrays.wordpress.com/2016/07/31/rpg-blog-carnival-super-science-sorcery/
Cold Iron Corruptor- Large fey, chaotic neutral
AC: 17 (natural armor)
Speed: 45 ft
Strength: 22 (+6)
Dexterity: 13 (+2)
Constitution: 24 (+7)
Wisdom: 11 (+1)
Intelligence: 14 (+2)
Charisma: 13 (+2)
Saving Throws: Str +10, Con +11
Skills: Athletics +10, Intimidation +6
Damage Immunities: Poison, slashing
Damage Resistances: Piercing, bludgeoning from weapons that are not silvered or magical
Condition Immunities: Paralyzed, frightened, charmed
Senses: Darkvision 60 feet, passive Perception 11
Languages: Sylvan, Common
CR: 12 (8,400 xp)
Cold Weaponry: The Cold Iron Corruptor’s weapons are considered magical for overcoming damage resistances. When hitting a creature with fey lineage, with a physical attack, that creature takes an additional 4d8 cold damage (included in the attack).
Immutable Form: The Cold Iron Corruptor is immune to any spell or effect that would alter it’s form.
Magic Resistance: The Cold Iron Corruptor has advantage on saving throws against spells and other magical effects.
Multiattack: The Cold Iron Corruptor makes two Slam attacks, or one Slam and one Roll-Out attack.
Slam: Melee weapon attack. +10 to hit, reach 5 ft., one target. Hit: 3d8+6 bludgeoning damage.
Roll-Out: melee attack. +6 to hit. the Cold Iron Corruptor curls up into a ball and rolls towards a creature they can see. On a hit, the target takes 3d6+6 damage. The creature must then make a DC Dexterity saving throw of 17, or be knocked prone and pushed to the side 15 feet.
Cold Iron Projectiles (recharge 5-6): Ranged weapon attack. +6 to hit, range 30/90 ft. cone effect. Creatures in the radius of the attack must make a DC 17 Dexterity saving throw, or take 6d8 piercing damage and have their movement speed halved if the save is not made. A successful saving throw halves the damage and the target’s move speed is not halved.
This month’s blog theme is courtesy of Doctor Necrotic on ‘Daemons and Deathrays’. The theme is Super Science and Sorcery.