T&T
Ask
πŸ‰
Artwork coming soon
Bestiary

Gear Grove Bestiary

"In the forest of giant clockwork trees, steam hisses between roots of metal and moss, and every creature is part of the machine β€” until The Unwritten throws a wrench in the works."

This file contains all 6 creatures of Gear Grove: a region where nature and invention blur together into something wonderful, strange, and occasionally sparking.


Cogshell Crab

Construct β€” Gear Grove

"A tiny crab powered by enchanted gears and curiosity."

HP: 18 | Dodge: 15 | Mettle: 1 | Corrupted DP: 4 | Attack Bonus: +3

Attack

Pinch (1d8 piercing) β€” Mechanical claws that clamp with precise, gear-driven force.

Special Ability

Gear Lock β€” The Cogshell Crab clamps onto a target's limb or weapon with its reinforced claws. (Target is Stuck β€” cannot move until they succeed on a DC 13 STR save on their turn; once per battle)

Weakness

Lightning β€” Overcharges the gears, causing them to seize up.

Loot

Tinker Kit

Corrupted Form

When touched by The Unwritten: Black marks etch across the Cogshell Crab's shell like cracked circuits. Dark scales force apart its gear-panels, making the once-smooth shell jagged and unpredictable. Its gears grind loudly, an angry sound. Behavior: The crab's curious scuttling becomes hostile patrolling. It clamps indiscriminately on any nearby creature, including other Cogshell Crabs. Attack: Gear Lock affects the whole party β€” each creature within 5 ft when the crab clamps must make a DC 13 STR save or be Stuck. Defeating the corruption frees them.


Spark Rat

Beast β€” Gear Grove

"Scurries between wires leaving trails of crackling static."

HP: 10 | Dodge: 12 | Mettle: 0 | Corrupted DP: 2 | Attack Bonus: +2

Attack

Bite (1d6 lightning) β€” A nibbling bite that delivers a zap of stored electrical charge.

Special Ability

Overcharge β€” The Spark Rat discharges stored electricity into nearby metal objects. (Any creature holding or wearing metal equipment must succeed on a DC 11 CON save or drop one item/be Shocked β€” disadvantage on next attack; passive, triggers on successful Bite)

Weakness

Water β€” Instantly grounds all stored charge, leaving the rat momentarily powerless.

Loot

Tink Spark Wand

Corrupted Form

When touched by The Unwritten: Black marks zigzag along the Spark Rat's tail and ears like dark lightning bolts. Dark scales ridge its back, crackling with unstable energy that arcs uncontrollably. Behavior: The Spark Rat can no longer control its charge β€” electricity sparks from it in all directions constantly. It skitters in panicked loops, zapping everything it passes. Attack: Overcharge becomes an area effect β€” any creature within 5 ft of the rat at the start of their turn takes 1d4 lightning damage automatically (no save, no attack needed). Defeating the corruption frees them.


Gear Golem

Construct β€” Gear Grove

"Massive and loyal, these metal giants protect the forest's inventors."

HP: 26 | Dodge: 16 | Mettle: 2 | Corrupted DP: 5 | Attack Bonus: +5

Attack

Fist Smash (1d10 bludgeoning) β€” A methodical, ground-shaking punch that cracks stone.

Special Ability

Emergency Reassembly β€” Once per battle, when the Gear Golem would be reduced to 0 HP, it instead rebuilds itself. (Regains 10 HP; gears visibly rotate and realign as it stands back up)

Weakness

Lightning β€” Fries the core control circuit, preventing Reassembly for 1 round.

Loot

Iron Bracers

Corrupted Form

When touched by The Unwritten: Black marks spread across the Gear Golem's chest plate like oil through water. Dark scales insert themselves between gear joints, warping the carefully balanced machinery. The rhythmic ticking of its core becomes irregular and menacing. Behavior: The loyal guardian's protection instinct warps into aggressive dominance. Instead of standing between threats and inventors, it charges toward anyone who moves. Attack: Emergency Reassembly now triggers twice per battle, and Fist Smash's area extends to a 5 ft radius, hitting all creatures near the target. Defeating the corruption frees them.


Steam Sprite

Elemental β€” Gear Grove

"Playful spirits who whistle through pipes when bored."

HP: 8 | Dodge: 11 | Mettle: 0 | Corrupted DP: 2 | Attack Bonus: +2

Attack

Steam Puff (1d6 fire) β€” A directed jet of scalding steam.

Special Ability

Mist Form β€” The Steam Sprite dissolves into harmless-looking mist, avoiding one attack entirely. (Can use once per battle as a reaction when targeted by an attack; the attack automatically misses)

Weakness

Cold β€” Cold condenses the sprite back into water, disrupting its form.

Loot

Boiler Charm

Corrupted Form

When touched by The Unwritten: The Steam Sprite's cheerful whistling steam turns dark grey-black. Black marks swirl within its vaporous form. Dark scales form along the edges of its mist-body, giving it a defined and menacing silhouette. Behavior: The mischievous whistler becomes suffocating. It fills enclosed spaces with choking hot steam, making it difficult to breathe and see. Attack: Steam Puff becomes Scalding Cloud β€” a 10 ft area blast that deals 1d6 fire damage to all creatures inside (DC 12 CON save for half). Mist Form is used offensively β€” it dissipates and re-forms inside a target's space, dealing 1d4 fire damage. Defeating the corruption frees them.


Magnetron Moth

Construct β€” Gear Grove

"Shiny wings that hum like engines when it flutters."

HP: 14 | Dodge: 13 | Mettle: 0 | Corrupted DP: 3 | Attack Bonus: +2

Attack

Static Discharge (1d6 lightning) β€” Releases built-up electromagnetic energy in a crackling burst.

Special Ability

Magnetic Disarm β€” The Magnetron Moth's wings generate a field that rips metal weapons and armor items toward itself. (One target holding or wearing a metal item must succeed on DC 12 STR save or the item flies 10 ft away toward the Moth; once per battle)

Weakness

Fire β€” Overheats the electromagnetic wings, fusing them shut.

Loot

Magnetic Coil

Corrupted Form

When touched by The Unwritten: Black marks crawl across the Magnetron Moth's metallic wings like rust spreading in time-lapse. Dark scales ridge the wing edges, and its hum deepens to a grinding buzz. Behavior: Instead of investigating shiny objects curiously, it obsessively strips metal from everything β€” trying to pull weapons, armor clasps, and even decorative buckles off players. Attack: Magnetic Disarm affects all metal-equipped creatures simultaneously (everyone must save), and collected items are hurled at other targets for 1d4 bludgeoning damage each. Defeating the corruption frees them.


Clockwork Sparrow

Construct β€” Gear Grove

"Whirs and chirps in perfect rhythm with the ticking trees."

HP: 10 | Dodge: 13 | Mettle: 0 | Corrupted DP: 2 | Attack Bonus: +2

Attack

Peck (1d6 piercing) β€” A precise, rapid stab from a reinforced brass beak.

Special Ability

Scout Protocol β€” The Clockwork Sparrow flies ahead 30 ft, surveying the area and returning with information. (Allies gain advantage on the first attack of the next encounter based on its intelligence; once per encounter)

Weakness

Water β€” Rust and corrosion instantly interrupt its clockwork systems.

Loot

Clock Spring

Corrupted Form

When touched by The Unwritten: Black marks short-circuit across the Clockwork Sparrow's brass body. Dark scales wedge between its feather-plates, and one eye flickers with a sickly dark light. Its rhythmic chirp becomes an erratic series of alarm tones. Behavior: Scout Protocol inverts β€” the corrupted sparrow flies ahead, then leads enemies back. It becomes a living alarm and trap, guiding threats directly toward the party. Attack: Peck targets the eyes β€” creatures hit must succeed on a DC 12 AGI save or be Blinded for 1 round. Defeating the corruption frees them.


Tags

bestiary gear-grove region:gear-grove

bestiarygear-groveregion:gear-grove