Steel Crawler

13th AGE

Steel Crawler

This metallic bug thirsts for blood. A living construct that can become rigid and sword-like, it attacks by flying into victims.

Level 3 Wrecker [Construct]

Initiative: +8

Flying Blade +5 vs. AC—10 damage.

Natural 16+ hit: The steel crawler gains 5 HP (potentially taking it above its maximum HP), and the next round the steel crawler uses twisting blade against the same target.

Miss: The steel crawler pops free and may move as a quick action.

Twisting Blade: Until the steel crawler is pulled free from a target, that target takes 10 damage at the start of each of their turns and the steel crawler gains 5 HP at the start of each of its turns (potentially taking it above its maximum HP). Until the target drops to 0 HP or the steel crawler is pulled free, the steel crawler can not move or make attacks.

Pulling the steel crawler free: To pull a steel crawler out of an ally make a basic melee attack vs its PD. 

Hit: The steel crawler has been pulled out. Provided the person pulling it out uses a standard action each round to restrain it, it is out of the fight. 

Natural even miss: The steel crawler is still stuck in its target

Natural odd miss: The steel crawler is unstuck but makes an immediate flying blade attack against the person pulling it out with a +2 bonus to hit.

Flight: The steel crawler flies around like … like a flying magical blade.

AC 16

PD 12         HP 126

MD 12 

PATHFINDER

Steel Crawler CR 1

XP 400

N Tiny magical beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +0

DEFENSE

AC 16, touch 11, flat-footed 15; (+1 Dex, natural +3, +2 size)

HP 8 (1d10)

Fort +2, Ref +3, Will +0

Immune rust

OFFENSE

Speed 20 ft.; 20 ft. climb

Melee bite +0 (1d3-4)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks subtle bite

TACTICS

During Combat Steel crawlers avoid combat if at all possible. They rely on stealth to sneak up to targets, usually when they are sleep, to feed.

Morale If threatened a steel crawler immediately transforms into its dagger form. If its enemies continue to injure it, the steel crawler will attempt to escape only if it is down to 1 hit point.

STATISTICS

Str 2, Dex 13, Con 11, Int 7, Wis 10, Cha 10

Base Atk +2; CMB -; CMD 9

Feats Toughness

Skills Climb +9, Stealth +13

SQ dagger form, blood absorption

Languages undercommon

ECOLOGY

Environment underground

Organization solitary or colony (5-7)

Treasure none

SPECIAL ABILITIES

Blood Absorption (Ex) While in dagger form a steel crawler can absorb blood, sweat, and other vital fluids from the person wielding it or from someone that it is used to stab. This causes 1 point of Constitution damage. A steel crawler can absorb up to 4 points of con a day.

Dagger Form (Ex) When touched, jostled, or struck, a steel crawler will shift into its rigid protective form as a free action. The form is a long, pointed bar resembling an ancient dagger or knife lacking quillons (a cross-guard). It is then, for all purposes, a thick, cylindrical stabbing dagger that can be picked up and wielded. The steel crawler loses its dexterity bonus to AC, but gains +4 to natural armor. Someone can pick up the steel crawler when it is in this form and wield it as a medium sized dagger, albeit one that only does piercing damage. Someone can recognize that the steel crawler is not a dagger with a DC 20 Perception or Knowledge (dungeoneering) check.

Immunity to rust (Ex) Steel crawlers are immune to rust and rust effects such as the rusting grasp spell.

Subtle Bite (Ex) When a steel crawler bites a target that has not noticed it or is sleeping it can do so in a way that is not noticed. Targets must make a Perception check against the steel crawler’s Stealth check. The steel crawler can also apply this when absorbing blood.

Description

Also known as the “dagger bug,” this small, scuttling creature dwells in caverns, dungeons, and other damp, dark places. Its body is made of segmented, overlapping steel plates, and it closely resembles the common “woodlouse” or “pill bug” beetle. It rolls up into a ball to sleep, but not when disturbed. Instead it stiffens its body and folds in its legs into a cylindrical dagger shape. Fully-grown crawlers can be a foot and a half long, but are usually just over a foot in length.

A steel crawler scuttles about rapidly and industriously on its seven pairs of stumpy, pad-footed legs, but will freeze into immobility in the presence of light and metallic noises or shouts or roars. It can climb walls and cling to ceilings, thanks to a viscous slime exuded by its foot pads. Steel crawlers don’t need to breathe and cannot drown. Their steel bodies never rust, and their ichor is prized by alchemists in concocting various anti-rusting substances. It is a scavenger, feeding on all sorts of organic matter, having a preference for textiles (such as clothing and non-leather pouches).

Steel crawlers see poorly. They have eyes at the ends of each of their body segments, and one on their undersides just in front of the dilating slit that emits wastes (excess moisture) and their eggs. They have a lamprey-like sucking mouth at the front of their undersides that chews silently through textile and flesh alike, and the skin around this mouth extends to cover (and conceal) the mouth when not in use, and to absorb nutrients (such as the blood or sweat of other creatures) at all times. When wielded as a dagger, a steel crawler absorbs all sweat from the hand of its wielder (see below), and takes in nutrients (actually gaining vitality) from any blood it comes into contact with—from both its wielder and creatures it strikes.

All steel crawlers can exude and hatch eggs, but must be impregnated by another steel crawler to do so. They sleep for short periods, and not often. Steel crawlers who repeatedly come into contact with the same individual will recognize that individual (by smell, taste, and sound) and may develop attachments or aversions; steel crawlers have been reported to follow adventurers through long cavern labyrinths, repeatedly being found beside an awakening adventurer.
Some sages say there are gigantic steel crawlers, as long as a man is tall when in dagger form, that can fly and that lesser steel crawlers worship or are ruled by or report to—but sages say many things.

 

SAVAGE WORLDS

Savage Worlds

Steel Crawler
Abilities: Agility d10, Smarts d4(A), Spirit d6, Strength d4, Vigor d6
Skills: Climbing d12, Fighting d6, Notice d4, Stealth d8
Pace: 5, Parry: 5, Toughness: 3 (5 in Dagger Form)
Special Abilities:
* Dagger Form: When frightened, the Steel Crawler takes on a rigid, pointed form roughly the size of a dagger as a protective measure. When in this form, it can be used by a humanoid to inflict damage as a dagger (bearer's Str+d4). While in this form, the Steel Crawler gains an additional +2 Toughness.
* Size -2
* Small: Attackers subtract 2 from any attack rolls directed at small creatures.
* Stealthy Bite: Str. When used as a dagger or otherwise in contact with a living being, the Steel Crawler secretly feeds on the blood and flesh of creatures it is in contact with. Every round that the Steel Crawler does not successfully strike another creature, it will bite and feed on its bearer. The bearer must succeed in a Notice skill check opposed by the Steel Crawler's Stealth skill in order to notice that the Steel Crawler is the source of the damage. For every wound it has inflicted through its Stealthy Bite, the Steel Crawler gains +1 Toughness, up to a maximum of +2 Toughness. This is in addition to the additional Toughness from its Dagger Form.

Giant Steel Crawler
Abilities: Agility d10, Smarts d4(A), Spirit d6, Strength d6, Vigor d8
Skills: Climbing d12, Fighting d8, Notice d4, Stealth d8
Pace: 6, Parry: 6, Toughness: 5 (7 in Sword Form)
Special Abilities:
* Flight: The Giant Steel Crawler has a Flying Pace of 8 squares, with a Climb of 4 squares.
* Size -1
* Stealthy Bite: Str+d4. When used as a short sword or otherwise in contact with a living being, the Giant Steel Crawler secretly feeds on the blood and flesh of creatures it is in contact with. Every round that the Giant Steel Crawler does not successfully strike another creature, it will bite and feed on its bearer. The bearer must succeed in a Notice skill check opposed by the Giant Steel Crawler's Stealth skill in order to notice that the Giant Steel Crawler is the source of the damage. For every wound it has inflicted through its Stealthy Bite, the Giant Steel Crawler gains +1 Toughness, up to a maximum of +3 Toughness. This is in addition to the additional Toughness from its Sword Form.
* Sword Form: When frightened, the Giant Steel Crawler takes on a rigid, pointed form roughly the size of a short sword as a protective measure. When in this form, it can be used by a humanoid to inflict damage as a short sword (bearer's Str+d6). While in this form, the Steel Crawler gains an additional +2 Toughness.

SWORDS & WIZARDRY

Hit Dice/HP: 2d8 / 9hp
Armor Class: 6 [14]
Attacks: 4 bites (1d6/1d6/1d6/1d6)
Combat Movement: flying 30'
Special: Blood Drain
Saving Throw: 10
Alignment: Neutrality
Challenge Level/XP: 3/70

Blood Drain: A giant steel crawler that succeeds against two attacks against the same target impales its prey. From then on, it can attack no other target so long as the impaled creature lives. For each attack the giant steel crawler makes against its prey, roll 1d6. On a roll of 1, the giant steel crawler is healed a number of hit points equal to the damage of its attack.

OSRIC

Frequency: Rare
No. Encountered: 1d4
Size: Small
Combat Movement: flying 30' (AA: level VI)
Armor Class: 6
Hit Dice/HP: 2d8 / 9hp
Attacks: 4 bites
Damage: 1d6/1d6/1d6/1d6
Special Attacks: Blood Drain
Special Defenses: Nil
Lair Probability: 85%
Intelligence: Semi-
Alignment: Neutral
Level/XP: 3 / 60+2/hp

Blood Drain: A giant steel crawler that succeeds against two attacks against the same target impales its prey. From then on, it can attack no other target so long as the impaled creature lives. For each attack the giant steel crawler makes against its prey, roll 1d6. On a roll of 1, the giant steel crawler is healed a number of hit points equal to the damage of its attack.

Treasure: 2d4x10 ep (30%), 3d6x20 gp (25%), 1d4 gems (15%)