Dungeons & Drunkards Part 6: B-E-N-D-E-R!
Dungeons & Drunkards continues! Join me, +Jens D., +Charles Akins, and +Stelios V. Perdios on a drunken ramble through roleplaying. Today I bring you another 5e monster with a drinking problem...
Bender
You’re a "party?!" I love to party! Woo! Party! Party! Party!
Everyone knows of rogue modrons – those natives of the plane of Mechanus who throw off their allegiance to their creator-deity Primus and embrace self-determination – but few are aware that there are rogues amongst the rogues: hedonistic modrons warped both mentally and physically by their selfish desires. The Platonic solids that comprise the core of all modrons’ bodies are bent by odd, non-Euclidean geometry into strange curved and angled shapes, hence their name of “benders.”
Bender
You’re a "party?!" I love to party! Woo! Party! Party! Party!
– any random bender
Everyone knows of rogue modrons – those natives of the plane of Mechanus who throw off their allegiance to their creator-deity Primus and embrace self-determination – but few are aware that there are rogues amongst the rogues: hedonistic modrons warped both mentally and physically by their selfish desires. The Platonic solids that comprise the core of all modrons’ bodies are bent by odd, non-Euclidean geometry into strange curved and angled shapes, hence their name of “benders.”
Benders rarely pose direct danger to adventurers. Their drunken bonhomie impels them to befriend anyone and everything they meet, so they are most likely to greet adventuring parties as boon companions. Unfortunately, their reckless excess means that any heroes traveling with a bender will have their location and objectives announced loudly and frequently.
Party Hearty. Benders have utterly embraced Chaos and live in a perpetual state of raucous inebriation. This distracted, drunken state makes benders exceptionally resilient to mind-controlling effects at the cost of leaving them in a perpetual haze of uncontrolled hedonism.
Party Hearty. Benders have utterly embraced Chaos and live in a perpetual state of raucous inebriation. This distracted, drunken state makes benders exceptionally resilient to mind-controlling effects at the cost of leaving them in a perpetual haze of uncontrolled hedonism.
Alcoholic Alchemy. Primus did not create modrons to use wine and spirits as fuel. Alcohol imbibed by benders is transformed by their internal workings into a potent distillate essentially identical to alchemist’s fire. Benders are known to vomit this concoction in its liquid form and belch gouts of fire.
Bender (Duodrone)
Armor Class 15 (natural armor)
STR DEX CON INT WIS CHA
Skills Sleight of Hand +3
Proficiencies Thieves' Tools
Senses truesight 120 ft., passive Perception 8
Alchemical Vomit: Any time the bender fails a Constitution save (such as when it is plied with excess drink), it vomits enough nascent alchemist's fire to fill one flask. The vomit can be contained in a stoppered flask in 1d4 rounds before igniting; otherwise, it sets fire to whatever the modron threw up on.
Intoxicated Mind: The bender can't be compelled to act in a manner contrary to its nature.
Actions
Bender (Duodrone)
Medium construct, chaotic neutral
Armor Class 15 (natural armor)
Hit Points 17 (2d8+8)
Speed 20 ft.
STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 18 (+4) 6 (-2) 6 (-2) 7 (-2)
Skills Sleight of Hand +3
Proficiencies Thieves' Tools
Senses truesight 120 ft., passive Perception 8
Languages Common, Modron
Challenge 1/4 (50 XP)
Alchemical Vomit: Any time the bender fails a Constitution save (such as when it is plied with excess drink), it vomits enough nascent alchemist's fire to fill one flask. The vomit can be contained in a stoppered flask in 1d4 rounds before igniting; otherwise, it sets fire to whatever the modron threw up on.
Intoxicated Mind: The bender can't be compelled to act in a manner contrary to its nature.
Actions
Multiattack. The bender makes two fist attacks.
Fiery Belch (Recharge 6). The bender exhales a flaming burp in a 15-foot cone. Each creature in the area must succeed on a DC 10 Dexterity saving throw or take 1d10 fire damage. A flammable object hit by the belch ignites if it isn't being worn or carried.
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Fiery Belch (Recharge 6). The bender exhales a flaming burp in a 15-foot cone. Each creature in the area must succeed on a DC 10 Dexterity saving throw or take 1d10 fire damage. A flammable object hit by the belch ignites if it isn't being worn or carried.
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Disoriented Ranger
DYVERS
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