Capran Rattler
Capran Rattler Roll Initiative
Medium Construct, Unaligned
Armor Class 12 (Natural Armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
Skills Athletics +7
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands common but can’t speak
Proficiency Bonus +2 Challenge 4
Magic Resistance. The rattler has advantage on saving throws against spells and other magical effects.
Unusual Nature. The rattler doesn’t require air, food, drink, or sleep.
Bonus Actions
Battle Rattle. As a bonus action, the rattler's tail shakes and produces one effect roll 1d8 :
Medium Construct, Unaligned
Armor Class 12 (Natural Armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) |
12 (+1) |
14 (+2) |
3 (-4) |
10 (-) |
1 (-5) |
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands common but can’t speak
Proficiency Bonus +2 Challenge 4
Magic Resistance. The rattler has advantage on saving throws against spells and other magical effects.
Unusual Nature. The rattler doesn’t require air, food, drink, or sleep.
Bonus Actions
Battle Rattle. As a bonus action, the rattler's tail shakes and produces one effect roll 1d8 :
- 1-2: Flashbang. The tail flashes with a brilliant light. All creatures within 15 feet of the rattler must make a DC 13 Constitution saving throw or be blinded until the start of its next turn.
3-4: Poison Mist. A poison mist disperses into the air. All creatures within 15 feet of the rattler must make a DC 13 Constitution saving throw or take 13 ( 3d8 ) poison damage.
5-6: Fear. The rattle gives a warning of danger. All creatures within 15 feet of the rattler must make a DC 13 Wisdom saving throw or become frightened.
7-8: Confusion. A hypnotic rhythm hums from the tail. All creatures within 15 feet of the rattler must make a DC 13 Wisdom saving throw or become confused. Capran Rattlers are immune to this effect.
On their next turn, creatures must use their action to make one weapon attack against a random creature they can see within 30 feet of them, using whatever weapon they have on hand and moving beforehand if necessary to get in range. If they are holding no weapon, they make an unarmed strike. If no creature is visible within 30 feet, they take the Dash action, moving toward the nearest creature.
Bite. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) piercing damage.
"Step on up and prepare yourselves for the future! Flawless, at-home security at a cost you won't believe. Be one of the lucky few to take home these fantastic machines and guarantee a lifetime of protection for what’s most important. Worry is a thing of the past with a Capran Rattler!"~ Lacy Capran
Capran Expo Reveal
Description
Designed for security, Capran Constructs were a production series of varying sentinel constructs created by the Capran Corporation. This particular model, the Capran Rattler, has a serpentine structure with a multi-purposed tail. The Capran Rattler was the prototype for the modernized, sleeker versions of Capran Security Machines seen today. Appearing as a coil of ribbed steel, the machine is entwined with a fiber-based housing, covering an intricate gear-based core. The rattlers were built with strength in mind, making them less mobile than future units. They are capable of collapsing into a small object for storage.
History
The first of Capran’s Constructs, the Rattler was created as an affordable construct capable of protecting any home. While undeniably effective, they were prone to malfunctions and earned a reputation for damaging property. Eventually, they were pulled off the market to make way for the far more reliable models deployed throughout Pathriam today. What remains of the Capran Rattlers are being disassembled and repurposed in Tintown, or owned by folks who refuse to upgrade.
Tactics
Properly functioning Capran Rattlers employ simple tactics. They will move in close and use their Battle Rattle before launching an attack. Rattlers feel no fear, pain, or emotion and once provoked will not relent. They are typically programmed to protect objects or locations, given specific creatures to avoid or attack when set. Malfunctioning Capran Rattlers are extremely hazardous. While they may contain a shred of their programming, most malfunctioning rattlers turn mindless, wild, and destructive.
Designed for security, Capran Constructs were a production series of varying sentinel constructs created by the Capran Corporation. This particular model, the Capran Rattler, has a serpentine structure with a multi-purposed tail. The Capran Rattler was the prototype for the modernized, sleeker versions of Capran Security Machines seen today. Appearing as a coil of ribbed steel, the machine is entwined with a fiber-based housing, covering an intricate gear-based core. The rattlers were built with strength in mind, making them less mobile than future units. They are capable of collapsing into a small object for storage.
History
The first of Capran’s Constructs, the Rattler was created as an affordable construct capable of protecting any home. While undeniably effective, they were prone to malfunctions and earned a reputation for damaging property. Eventually, they were pulled off the market to make way for the far more reliable models deployed throughout Pathriam today. What remains of the Capran Rattlers are being disassembled and repurposed in Tintown, or owned by folks who refuse to upgrade.
Tactics
Properly functioning Capran Rattlers employ simple tactics. They will move in close and use their Battle Rattle before launching an attack. Rattlers feel no fear, pain, or emotion and once provoked will not relent. They are typically programmed to protect objects or locations, given specific creatures to avoid or attack when set. Malfunctioning Capran Rattlers are extremely hazardous. While they may contain a shred of their programming, most malfunctioning rattlers turn mindless, wild, and destructive.
Source
The Red Keep Adventure
The Red Keep Adventure