Hryngar Retainer
Hryngar Retainer
Creature 3These 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
stone arm +12 (agile, unarmed), Damage 2d4+4 bludgeoning plus Grab
Constrict
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 crushing hand +12 (grapple), Damage 2d6+4 bludgeoning plus Grab
- Ranged chain launcher +9 (thrown 30 feet), Damage 1d4+4 piercing
Pull
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.
Disable Runic Heart
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.