Flipz
Security Engineer, Amateur Triathlete, Aspiring Rancher, Big Pizza Guy

Breach Below Bergum

Game Master Access

This material contains every adventure spoiler. The password is a courtesy veil, not secure access control.

Hryngar Retainer

Hryngar Retainer

Creature 3
UncommonConstructEarthMindlessMedium

These rune-bound stone effigies depict the runelord’s sworn retainers in heavy funerary armor. Iron chains housed within their arms drag intruders from shelter, while crushing stone hands hold victims in the path of the barrow’s pulse.

Source
Weak adjustment applied to the Clockwork Fabricator
Recall Knowledge
DC 18 Arcana or Crafting
Perception
+6; darkvision
Skills
Athletics +10, Crafting +7
Ability Modifiers
Str +6, Dex +3, Con +2, Int −5, Wis +3, Cha −5
Runic Charge
1 hour remaining; shutdown DC 17

AC 17; Fort +8, Ref +9, Will +7

HP 35; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 4 except adamantine or orichalcum; Weaknesses electricity 4, orichalcum 4

Speed 25 feet

Melee 1

stone arm +12 (agile, unarmed), Damage 2d4+4 bludgeoning plus Grab

Constrict 1

Requirements The retainer has a creature grabbed or restrained; Effect 2d4+2 bludgeoning, DC 19.

Funerary Implements

Each retainer carries two detachable implements. An adjacent creature can forcibly remove one with a successful DC 16 Thievery check to Disable a Device. Removing the chain launcher prevents chain-launcher Strikes and Pull. Removing the crushing hand prevents its crushing-hand Strike.

  • Melee 1 crushing hand +12 (grapple), Damage 2d6+4 bludgeoning plus Grab
  • Ranged 1 chain launcher +9 (thrown 30 feet), Damage 1d4+4 piercing

Pull 1

Requirements The retainer’s last action was a successful chain-launcher Strike; Effect The retainer reels in the chain and attempts an Athletics check against the target’s Fortitude DC. On a success, it pulls the target into a free square adjacent to it. This is forced movement.

Inert, Not Destroyed. When reduced to 0 HP, a retainer becomes inert and remains in its space instead of being destroyed. An exposed inert retainer struck by Barrow Pulse regains 10 HP and reactivates. A solid column blocks this effect. If all three retainers are inert simultaneously, the casket’s final seals break.

Disable Runic Heart 2

A creature adjacent to the retainer attempts a DC 17 Thievery check to Disable a Device. On a success, the retainer loses its final hour of runic charge and becomes inert. On a critical failure, the creature is off-guard to that retainer until the end of its next turn. An inert retainer can still be reactivated by Barrow Pulse.

This reference includes the weak adjustment and encounter rules. Do not substitute numbers from the normal level-4 Clockwork Fabricator.

See the Grand Mausoleum encounter, Barrow Pulse, and the Runelord.