TCE
Wondrous Item
Legendary Requires Attunement
Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it — and potentially execute a spree of unstoppable destruction.
Tales of the servant's origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device's origins and operation can be found in the Mind of Metal, a tome of artificer's secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad's several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o.
Dangerous Attunement: Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens.
The servant's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact.
Controlling the Servant: While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves' tools. A Knock spell cast on the hatch also opens it until the start of the caster's next turn.
A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.
While you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways:
Cost: 50,000+ gp
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