Rhadamanth 6 (18)

Jade Colossus

Floating mechanisms slightly taller than a human, rhadamanths are stern judges of reality, natural laws, and living creatures. Their origins are obscure, but when they appear it seems they do so to pass sentence on creatures and objects for their past deeds. Often, why those past deeds deserve punishment isn't readily apparent to humans. For instance, a rhadamanth might appear and pass sentence on a character for "violating ten degrees of freedom under stochastic conditions" or similar apparent nonsense. On the other hand, a rhadamanth might also punish a character who has recently lied or betrayed another.

Rhadamanths avoid the relics in the Jade Colossus, and if a character flees to the safety of a chamber containing such a relic, the rhadamanth not only breaks off pursuit, but "forgives" whatever offense it originally pinned on the target.

Motive: Pass and execute judgment

Environment: Almost anywhere in the Jade Colossus

Health: 24

Damage Inflicted: Moderate wound (6 points)

Armor: 2

Movement: Short when flying

Modifications: Level 8 for detecting falsehoods and other tasks related to perception; level 7 detection and simply observe its surroundings. But when it decides to act, its surface flares with energy that it can use to attack up to three targets within short range, inflicting 6 points of Intellect damage (ignores Armor). Foes struck must also succeed on a Might defense task or fall into a state of remorse so powerful that they're unable to take any actions other than defend themselves and attempt to mentally wrench themselves from their anguish. Each round a target fails to throw off the anguish, it suffers 3 additional points of Intellect damage.

Rhadamanths sometimes make use of tools and powerful artifacts they come across, especially those that increase their ability to observe their surroundings or the minds of other creatures.

Interaction: Rhadamanths are intelligent and driven by their purpose. They can be negotiated with, and if a target agrees to accept some kind of punitive action or serve the rhadamanth for a short period, the rhadamanth agrees to defer a portion of its punishment.

Use: After the characters break through a force field or other barrier, salvage shins or cyphers from a previously functioning mechanism, or venture into an area that was locked, a rhadamanth begins to track them for their crimes.

Loot: A rhadamanth can be salvaged for one or two cyphers, though doing so likely draws another rhadamanth, one per cypher salvaged.

GM Intrusion: The character attacked by the rhadamanth suddenly recalls someone they betrayed or deceived. A psychic projection of that victim appears as a level 5 creature that only the character can see, and it attacks the character until the PC "kills" it or succeeds on a difficulty 5 Intellect task to dissolve the projection.