Corrupted Manufactorum Arm
Industrial equipment behaving like a predator.
Threat File — Corrupted Manufactorum Arm
TR 4 · Machines, Servitors & AutomataMachine Mind, Fouled. The arm does not make Morale checks. Its corrupted routine treats anything in reach as workpiece.
Anchored Reach. The arm threatens a fixed 20-foot zone around its mounting. Outside that zone it is scenery. Its cycle — hiss, swing, slam — is learnable: after one full round of observation, creatures gain Advantage on saves against its actions.
Snatch and Process. One creature in the arm's zone makes an Agility Save DC 12 or takes 1d8 + 4 bludgeoning damage and is Grappled and Pinned, carried 10 feet toward the machinery at the start of each of the arm's turns. A creature carried into the machinery takes 2d8 crushing bludgeoning damage per round.
Slam Cycle. The arm sweeps its entire zone. Each creature in the zone makes an Agility Save DC 12, taking 2d8 + 2 bludgeoning damage and falling Prone on a failure, or half damage on a success.
Morale: Does not make Morale checks (machine mind). It cycles until destroyed, powered down at a console, or starved of reachable prey.
Tactics: Telegraph its rhythm and let the party fight other enemies around it. Smart players lure foes into its zone or cut its power; careless ones get processed. It is a stage element with a body count, not a duel.
Loot / Evidence / Hooks: Its control console still lists the last work order — and who filed it after the deaths started.
Enemy Dossier
GM ReferenceA Corrupted Manufactorum Arm is industrial equipment behaving like a predator — an assembly limb that has learned, or been taught, to prefer flesh as feedstock. It is a hazard with intent.
Use this enemy as living terrain in factory fights: a zone of the battlefield that attacks, funnels movement, and punishes carelessness.
Threat Profile: Hazard-class — fixed reach, heavy grab-and-crush damage in its zone, no morale, trivially avoided once understood, lethal when ignored.
Machine Mind, Fouled. No morale; its corrupted routine treats anything in reach as workpiece.
Anchored Reach. Threatens a fixed zone; outside that zone it is scenery.
Snatch and Process. Grabs a creature in its zone; failed Agility Save leaves the target Pinned and carried toward the machinery.
Slam Cycle. Sweeps its zone on a timing players can learn; anyone caught saves or takes crushing damage.
Morale: None. It cycles until destroyed, powered down at a console, or starved of reachable prey.
Tactics: Telegraph its rhythm — hiss, swing, slam — and let the party fight other enemies around it. Smart players lure foes into its zone or cut its power; careless ones get processed. It is a stage element with a body count, not a duel.
Full Stat Block Priority: Low