In the ancient depths of the sea, where the kelp sways and dances in the currents, a band of clever engineers devised a solution to the overgrowth that threatened their home. Thus, the kelp cutters were born – great constructs of metal and alchemy, with spinning blades attached to their heads, slicing through the thick tendrils of kelp with ease.
Powered by a unique alchemical energy, the kelp cutters could function for hours on end beneath the waves, and through a complex system of underwater sonar, they’d communicate with one another, coordinating their efforts to clear the kelp. As such, the kelp cutters became a vital part of the underwater ecosystem, allowing other sea creatures to flourish in the cleared kelp fields. Thus, the engineers who created them looked upon their handiwork with pride, for they had crafted not only machines, but true guardians of the sea.
When defeated, processed kelp and ceramic chips can be retrieved from the kelp cutter’s remains.
Kelp Blades. As part of a long rest, if you have proficiency with smith’s or tinker’s tools, you can use your tools and the kelp cutter remains to create a kelp blade. The kelp blade is formed into a melee weapon that deals slashing damage (chosen upon creation). It deals an additional 1d6 damage to plant creatures.
Processed Kelp. As part of a long rest, if you have proficiency with cook’s utensils, you can use your utensils, the processed kelp and 50 gp in additional materials to create 3 (1d6) kelp snacks. As an action, you can eat a kelp snack, increasing your maximum and current hit points by 5 for the next 8 hours.
Ceramic Chips. As part of a long rest, if you have proficiency with carpenter’s or woodcarver’s tools, you can use your tools and the ceramic chips to create 5 (1d10) ceramic arrows. On hit, a ceramic arrow causes disadvantage on the target’s next attack in addition to its normal damage.
Kelp Cutter
Medium Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 16 (+3) | 5 (-3) | 10 (+0) | 1 (-5) |
Skills Athletics +6, Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 12
Languages –
Challenge 3 (700XP)
Proficiency Bonus +2
Constructed Nature. A kelp cutter doesn’t require air, food, drink, or sleep.
Actions
Chopper. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14).
Detachable Head (Recharge 5-6). The kelp cutter’s head flies towards its foes, blades spinning furiously. It chooses up to five creatures it can see within 30 feet. It makes a Chopper attack against each target.
Bonus Actions
Blade Spin. If the kelp cutter is grappling a creature, it can make a Chopper attack against it.