Iron Pig
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 1
Hit Dice: 9
Attacks: 3 (Dual Weapons, Stomp or Scalding Exhalation)
Damage: 2d6+2, 2d6+2/3d6/6d4 in 20' radius X2/day
Save: F9
Morale: 12
The Iron Pig is a living, breathing swinomorphic creature composed of a peculiar iron with a distinctive bluish sheen. They were originally a form of construct, designed by either a renegade faction of serpentfolk, ambitious and vain Swine-Things, or some other preter-human species with a distinct appreciation for porcine fighting prowess. Over the long centuries and after prolonged exposure to various alchemical compounds and eldritch energies the Iron Pigs have slowly evolved into some strange new form of synthetic life in-between classical automata (such as golems) and homunculi.
Heavy, tough-skinned and autonomous, Iron Pigs no longer guard the deep ruins and forgotten places where they were originally placed by their makers. Little by little, step by step, the ponderous things have made their way up from the depths, laying waste to scores of clever and otherwise once lethal traps. The Iron Pigs have upset the unnatural balance of the deep levels of several megadungeons. But in due time they pass through and things settle into new patterns, fresh configurations. Some of the changes are for the better, or at least to the benefit of adventurers and would-be looters.
No one is completely sure just where the Iron Pigs are headed, and no two of them seem to be on the same course. It might be lucrative to learn the destination of the Iron Pigs, but so far no one has discerned it and attempts at prognostication, divination and outright prophecy have failed or only delivered gibberish results. One famous example is when Fosganon of Parog asked the Necro-Oracle of Straxis whether Iron Pigs were animal, mineral or something else and received the reply "Yes."
Whenever an Iron Pig is encountered, there is a base 75% chance that the Iron Pig has just triggered a devious trap from the rear and will have to make its way through the trap before it can engage with the party.
It is possible to communicate with these things, but only in very obscure preter-human languages. They are completely opaque and thus immune to telepathy, all forms of Charm and most illusions.
Oddly most forms of clerical healing spells do work on Iron Pigs, but they only heal half their usual amount.
The weapons of each Iron Pig are uniquely crafted to fit them and are too heavy for anyone with a STR lower than 17 to consider wielding. They are +2 magical weapons and sometimes (roughly 50% of the time) have 1d2 additional powers enchanted into each of them.
That's an interesting concept, for the evolution and the purpose, but also the practical use. They're distinct too, and i's easy to see them becoming a common feature.
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