Fantasy
The Ironclad Tankard is a fortress-like tavern on a war-torn frontier.
Author's Note: The Ironclad Tankard is designed to be a haven for those who have spent their lives fighting, whether in the trenches or on the open battlefield. It serves as a perfect location for characters seeking to rest, plot, or find mercenary work. With a robust and almost mythical atmosphere, it offers a setting for roleplay involving camaraderie, brawls, and opportunities for heroics. This tavern caters to the bold, and those who find themselves here must prove themselves either through their words, deeds, or sheer strength.
Suggested Themes for Adventures:
- Mercenary contracts or bounty hunting opportunities
- Tournaments or challenges held within the tavern for gold and glory
- Espionage and covert missions that take root in the tavern’s shadows
- Fights between rival factions of adventurers, with stakes that could change the balance of power in nearby lands
Feel free to use this tavern as a foundation for stories centered around warriors, camaraderie, and the rougher side of adventuring life.
Played | 15 times |
Cloned | 0 times |
Created | 95 days ago |
Last Updated | 79 days ago |
Visibility | Public |

HP Range84 - 100 (Avg: 92)
AC17
XP1
Description
Trap Sentinels are formidable magical constructs created by ancient Eldorian artisans to guard treasures and secrets within their vaults. These sentinels are imbued with powerful enchantments that allow them to detect intruders from afar and react with lethal precision. Their cold, unyielding forms are a testament to both the beauty and menace of Eldorian craftsmanship.
Details
Size | Medium |
Type | Construct |
CR | 5 |
XP | 1 |
Languages | understands Common and Celestial but cannot speak |
Defenses
Armor Class | 17 |
HP Range | 84 - 100 (Avg: 92) |
Damage Vulnerabilities | Force |
Damage Resistances | Necrotic, Thunder |
Damage Immunities | None |
Condition Immunities | None |
Actions
Arcane Slam
The Trap Sentinel makes a melee attack with its powerful arm, dealing 2d10 + 5 bludgeoning damage to a target within 5 feet.
Guardian's Vigil
The Trap Sentinel can designate a 30-foot radius around itself as a protected area. Any creature that enters this area for the first time on a turn or starts its turn there must succeed on a DC 15 Wisdom saving throw or take 3d6 force damage.