Pain Engine-Type Horror
A machine-flesh torture engine used as a battlefield nightmare.
Threat File — Pain Engine-Type Horror
TR 12 · DrukhariSaves: Toughness +10
Senses: Sees clearly in total darkness, Senses living creatures within 60 feet by their pain and fear
Machine-Flesh Chassis. The pain engine reduces all incoming damage by 5 and is immune to Poisoned and toxic damage. Small arms provoke it more than they hurt it.
Engine of Agony. Enemies starting their turn within 15 feet make a Willpower Save DC 15 or are Frightened until the end of their turn by the sounds it makes — and recognizes.
Pain Feedback. The first time each round the pain engine takes 15 or more damage from a single attack, every creature within 10 feet makes a Willpower Save DC 15 or takes 2d8 psychic damage as the engine shares the experience.
Chain-Flails and Talons. The pain engine makes two attacks against one or two targets. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 2d10 + 6 rending damage. On a critical hit, the target is also Pinned in its grafting hooks until the end of the target's next turn.
Liquifier Torrent. A 20-foot cone of dissolving agents. Creatures in the cone make an Agility Save DC 16, taking 4d8 toxic damage on a failure or half on a success. Cover in the cone is reduced by one step and non-powered armor in it loses 1 Defense until repaired.
Harvest Clamp. One bloodied creature within 10 feet makes a Strength Save DC 16 or is Grappled and hauled into the engine's hull-cages, taking 2d8 rending damage at the start of each of its turns. Escaping requires a Strength or Agility check DC 16, or cutting the cage open from outside — while the captive is still in it.
Grafting Hooks. When a creature within 10 feet misses the pain engine with a melee attack, the engine makes one Chain-Flails and Talons attack (single attack) against it.
Morale: Does not make Morale checks. It fights until destroyed or recalled, and its destruction releases sounds the party will not discuss afterward.
Tactics: Run it as a monster fight with a moral hook: the engine's cages hold living captives, so every area attack against it is a decision. It wades into the party's center where its feedback and aura tax everyone, while the coven works the edges. Anti-armor focus, freeing the cages, or driving it into terrain are all better plans than trading blows.
Loot / Evidence / Hooks: The hull-cages hold living captives who saw the coven's lair from the inside; the engine's grafted core is a haemonculus masterwork some Inquisitor will want burned, studied, or both.
Enemy Dossier
GM ReferenceA Pain Engine-Type Horror is a machine-flesh torture engine — a haemonculus's masterwork of grafted hull, weeping conduits, and weapon-limbs that exists to harvest agony at battlefield scale. It is a war machine that screams in a familiar voice.
Use this enemy as a coven raid's monster-centerpiece: a walker-scale horror that combines armor, terror, and area harvest.
Threat Profile: Walker-scale durability, heavy melee and liquifier area damage, fear aura, pain-feedback that punishes attackers, no morale, anti-armor answers or objective play required.
Machine-Flesh Chassis. Reduces incoming damage; small arms provoke it more than they hurt it.
Engine of Agony. Enemies starting their turn within 15 feet save on Willpower or are Frightened by the sounds it makes — and recognizes.
Pain Feedback. The first time each round it takes serious damage, every creature within 10 feet saves or takes psychic backlash as it shares the experience.
Chain-Flails and Talons. Heavy melee attacks against up to two targets; critical hits leave targets Pinned in its grafting hooks.
Liquifier Torrent. Cone of dissolving agents; armor and cover in the zone degrade, flesh does worse.
Harvest Clamp. Grapples one bloodied target into its hull-cages; freeing them becomes an objective with a clock.
Morale: None. It fights until destroyed or recalled, and its destruction releases sounds the party will not discuss afterward.
Tactics: Run it as a monster fight with a moral hook: the engine's cages hold living captives, so every area attack against it is a decision. It wades into the party's center where its feedback and aura tax everyone, while the coven works the edges. Anti-armor focus, freeing the cages, or driving it into terrain are all better plans than trading blows.
Full Stat Block Priority: High