Steel Mirror
2019-02-17, 01:26 AM
So I'm planning on having the PCs come across the office of a cardinal to the goddess of magic. What I came up with is that his room is filled with old paintings, busts, and little figures of important historical figures, as well as globes and orreries and all those fancy rich smart person things. Except the figurines and plaster busts are actually animated objects. When the PCs start searching his desk, which will be covered in quite conspicuous and elaborate (though completely harmless) magical inscriptions, the figurines will jump down off their perches and begin swarming the PCs like angry Lilliputian golems, while the plaster busts scream old-timey insults at them in British accents so loud that it causes magical fear.
So if you have a moment, I'd really appreciate some honest critique and impressions! This is a 1st level group, and I want to be able to throw 2 or 3 of the busts as well as a swarm of 6 or more of the little figurines at them all in a go. There are no guards to worry about, as this is an abandoned building, though if they let the busts yell long enough they could attract a different kind of attention.
I should mention I haven't run a game of D&D in several years, so my monster crafting skills and sense of balance may well be a bit rusty. Thanks in advance for any help you can give!
(As an aside, I copied the template for the statblocks from a post by JNAproductions, so thanks for that as well!)
Animated Figurine
https://i0.wp.com/ae01.alicdn.com/kf/HTB10fGXHkyWBuNjy0Fpq6yssXXa6/Antiguo-Roma-ornamento-escultura-Edad-Media-personaje-estatua-resina-escritorio-justicia-Guerrero-figuras-hogar-Oficina-Decoraci%C3%B3n.jpg_350x350.jpg
Animated figurines are small statues usually made in the image of gods, historical figures, soldiers, and so on, often out of bronze, which have been imbued with the semblance of life by potent magic. They are used for security by well-to-do individuals and tasked with defending offices and other sensitive areas from would-be thieves. It can be difficult to spot the difference between an animated figurine and a purely decorative piece, and indeed more than one thief has tucked one into their loot bag only to be surprised later when their prize came to life.
Don't be fooled by their tiny statures-they can be very dangerous in groups, and their small size makes it difficult for human sized individuals to hit them. They usually try to strike with the benefit of surprise, after which they fight viciously until all intruders are disposed of or they are all destroyed, though they will not pursue a thief outside of the room or building which they have been tasked to guard.
Animated Figurine
Tiny Construct, Unaligned
Armor Class 14 (Natural Armor)
Hit Points 2 (1d4)
Speed 15'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
5 (-3)
14 (+2)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
Saving Throws Dex +4
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 30' (blind beyond this radius), Passive Perception 7
Languages -
Challenge 1/4
Antimagic Susceptibility The animated figurine is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the figurine must succeed on a Con saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance While the figurine remains motionless, it is indistinguishable from a normal bronze figurine.
The Bigger They Are... The animated figurine gains advantage on attack rolls made against medium and larger opponents.
...The Harder They Fall When the animated figurine scores a critical hit, the target must succeed on a Con save DC 12 or be knocked prone. The animated statue may use a bonus action to make a Tiny Little Spear attack against a prone enemy.
Actions
Tiny Little Spear Melee Weapon Attack: +2 to-hit, reach 5', one target. Hit: 1 piercing damage.
Living Bust
https://soup.onerpm.com/web/user/images/1/67/67U0W8ssHaBbpFaZEzwV.400.jpg
Much like animated figurines, living busts hide in plain sight in offices, temples, and other important areas, acting as security to protect those places from intrusion. When they detect an intruder, their loud shouts disorient and scare off most thieves while simultaneously raising the alarm and drawing any guards in the area. Though they aren't capable of directly harming intruders themselves, they can be an almighty hindrance to any group of thieves that comes across them unprepared.
Living Bust
Tiny Construct, Unaligned
Armor Class 10 (Natural Armor)
Hit Points 3 (1d4+1)
Speed 0' (stationary)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
1 (-5)
1 (-5)
12 (+1)
1 (-5)
12 (+1)
8 (-1)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60' (blind beyond this radius), Passive Perception 14
Languages any one (decided by creator)
Challenge 1/8
Antimagic Susceptibility The animated figurine is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the figurine must succeed on a Con saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance While the bust remains motionless and silent, it is indistinguishable from a normal plaster bust.
ROWDY GROUP If multiple busts are present in the same encounter, other creatures do not need to save against each of their Booming Voice attacks separately. Instead, they roll once but the save DC for Booming Voice is increased by 1 for each living bust present in the room. The maximum DC for this effect is 14; if more than 5 busts are placed in a room at once, they begin arguing with each other once triggered rather than cooperating, and no further benefit is attained.
Actions
[I]Booming Voice Each creature that can hear the living bust within 60 feet must make a Will save DC 9. If it fails, it becomes magically frightened until the beginning of the living bust's next turn.
So if you have a moment, I'd really appreciate some honest critique and impressions! This is a 1st level group, and I want to be able to throw 2 or 3 of the busts as well as a swarm of 6 or more of the little figurines at them all in a go. There are no guards to worry about, as this is an abandoned building, though if they let the busts yell long enough they could attract a different kind of attention.
I should mention I haven't run a game of D&D in several years, so my monster crafting skills and sense of balance may well be a bit rusty. Thanks in advance for any help you can give!
(As an aside, I copied the template for the statblocks from a post by JNAproductions, so thanks for that as well!)
Animated Figurine
https://i0.wp.com/ae01.alicdn.com/kf/HTB10fGXHkyWBuNjy0Fpq6yssXXa6/Antiguo-Roma-ornamento-escultura-Edad-Media-personaje-estatua-resina-escritorio-justicia-Guerrero-figuras-hogar-Oficina-Decoraci%C3%B3n.jpg_350x350.jpg
Animated figurines are small statues usually made in the image of gods, historical figures, soldiers, and so on, often out of bronze, which have been imbued with the semblance of life by potent magic. They are used for security by well-to-do individuals and tasked with defending offices and other sensitive areas from would-be thieves. It can be difficult to spot the difference between an animated figurine and a purely decorative piece, and indeed more than one thief has tucked one into their loot bag only to be surprised later when their prize came to life.
Don't be fooled by their tiny statures-they can be very dangerous in groups, and their small size makes it difficult for human sized individuals to hit them. They usually try to strike with the benefit of surprise, after which they fight viciously until all intruders are disposed of or they are all destroyed, though they will not pursue a thief outside of the room or building which they have been tasked to guard.
Animated Figurine
Tiny Construct, Unaligned
Armor Class 14 (Natural Armor)
Hit Points 2 (1d4)
Speed 15'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
5 (-3)
14 (+2)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
Saving Throws Dex +4
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 30' (blind beyond this radius), Passive Perception 7
Languages -
Challenge 1/4
Antimagic Susceptibility The animated figurine is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the figurine must succeed on a Con saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance While the figurine remains motionless, it is indistinguishable from a normal bronze figurine.
The Bigger They Are... The animated figurine gains advantage on attack rolls made against medium and larger opponents.
...The Harder They Fall When the animated figurine scores a critical hit, the target must succeed on a Con save DC 12 or be knocked prone. The animated statue may use a bonus action to make a Tiny Little Spear attack against a prone enemy.
Actions
Tiny Little Spear Melee Weapon Attack: +2 to-hit, reach 5', one target. Hit: 1 piercing damage.
Living Bust
https://soup.onerpm.com/web/user/images/1/67/67U0W8ssHaBbpFaZEzwV.400.jpg
Much like animated figurines, living busts hide in plain sight in offices, temples, and other important areas, acting as security to protect those places from intrusion. When they detect an intruder, their loud shouts disorient and scare off most thieves while simultaneously raising the alarm and drawing any guards in the area. Though they aren't capable of directly harming intruders themselves, they can be an almighty hindrance to any group of thieves that comes across them unprepared.
Living Bust
Tiny Construct, Unaligned
Armor Class 10 (Natural Armor)
Hit Points 3 (1d4+1)
Speed 0' (stationary)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
1 (-5)
1 (-5)
12 (+1)
1 (-5)
12 (+1)
8 (-1)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60' (blind beyond this radius), Passive Perception 14
Languages any one (decided by creator)
Challenge 1/8
Antimagic Susceptibility The animated figurine is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the figurine must succeed on a Con saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance While the bust remains motionless and silent, it is indistinguishable from a normal plaster bust.
ROWDY GROUP If multiple busts are present in the same encounter, other creatures do not need to save against each of their Booming Voice attacks separately. Instead, they roll once but the save DC for Booming Voice is increased by 1 for each living bust present in the room. The maximum DC for this effect is 14; if more than 5 busts are placed in a room at once, they begin arguing with each other once triggered rather than cooperating, and no further benefit is attained.
Actions
[I]Booming Voice Each creature that can hear the living bust within 60 feet must make a Will save DC 9. If it fails, it becomes magically frightened until the beginning of the living bust's next turn.