Arcana of the Ancients, Where the Machines Wait
Regeneration. The vehemence regains 10 hit points at the start of its turn. It is destroyed only if, once brought to 0 hit points, its components are scattered within three rounds.
Puppeteer. When bloodied for the first time (reduced to 50% of its starting hit points) Device Control recharges and the vehemence uses it.
Contingent Legendary Actions. The vehemence gains 1 legendary action for every 4 PCs it is facing during an encounter. It may use a legendary action to take one of its normal actions.
From afar, an unmoving vehemence resembles the bones of a corpse that has not completely rotted away. But when it lurches to “life” and rapidly closes the distance on nearby creatures intruding in its territory, it is revealed as a nightmare of fused machine and dead human remains. Iron Flesh Animated. A vehemence arises when a creature using iron flesh comes to an unfortunate end and the machine parts retain enough autonomy and self-repair ability to remain active. However, without the controlling intelligence to manage goals and behavior, a vehemence knows only aggressive self-defense. It practices survival at all costs. Salvage Dependent. To keep themselves active, vehemence regularly need to salvage parts and components from other machines or from the numenera carried by explorers. They sometimes supplement this with pieces of once-living flesh, which is why people could mistake them for undead. Mostly Vanished Cognizance. A few vehemences retain a subsystem capable of setting additional limited-scale goals. They communicate with other machines via direct contact by an extendable umbilical. Some retain memories and feelings of the creatures that originally installed the iron flesh, but they rarely hold onto enough of a personality for any meaningful interaction to occur.