CAPRADORS


Sentries of Dreist


These creatures patrol the remote areas around Mount Donnerquell. In recent months, they have become far more aggressive in policing Bronzanti's domain, and may be linked to the disappearances of entire small mountain communties.

The physical body of the Caprador is imposing and formidable, resembling an unnatural chimerical fusion of a mountain goat with some enormous ape. They are shaggy, hunched humanoids with large goatlike heads and long curling horns. Their torsos are powerful, with lean lower bodies supported by digitigrade legs with cloven hooves. Standing well over 7ft tall, they are robust in proportion and tremendously strong.

Flawed Creations

Although they are not true automata, the Capradors were artificial monsters created long ago by Amadeo Bronzanti. They were his first attempt at engineering perfect soldiers suited to Auspenheim's mountainous terrain. Inspired by the agility of mountain goats, he attempted to incorporate this trait into a larger beast through his flesh-warping arts. Instead, the resulting unnatural form turned out to be awkward and unwieldy. 

To compensate for the imbalances of their biological design, Bronzanti surgically implanted various elaborate mechanisms into their bodies - an inelegant corrective that he now considers an embarrassment. Since that time, he has moved on to far more sophisticated abominations, and the aging Capradors that still remain in service today are the last of their kind.

Clockwork Implants

Capradors have complex machinery built into their bodies, contributing to their already bizarre appearance. Their bones have been reinforced with subdermal braces, with exposed armatures supplementing their muscular systems. Metal parts are seen jutting from their fur, with additional plating bolted in place to protect vital workings and serve as armour.

These parts themselves are made of a sturdy brass-like metal, and are fashioned with an extremely high degree of craftsmanship. Despite the tormented, nightmarish bodies of these monsters, the gleaming metal additions still express an underlying artisanal artistry.

Engineered Monsters

The physiology of the Caprador is itself a construct - the product of vivisection and sutures aided by magical flesh-molding techniques. Capradors are not a viable race - all examples resemble males of considerable age, but with no evident reproductive organs.

A keen observer will note that the clockwork additions are a secondary intervention, surgically implanted after their flesh bodies were complete - a compensation for flaws in the original design. Now, their scarred bodies are have grown old, and are sustained only through a combination of mechanical and pharmaceutical maintenance. Capradors were birthed in the trauma of vivisection, brutally conditioned to obedience, and seemingly exist in a constant state of physical agony. This likely accounts for their tremendous endurance and utter indifference to injury.

Gyroscopic Flywheel

The most prominent apparatus added to a Caprador's body is the large brass wheel some four feet across, mounted upon its back. When an internal spring mechanism is triggered, the wheel spins at high speed, emitting an eerie staccato keening sound. The metal rim chafes against guide plates, throwing up sparks, sometimes giving the appearance of a flaming halo at the creature's back.

This large flywheel is calibrated to generate gyroscopic forces that assist the Caprador in maintaining balance. This allows them to navigate precarious cliffs and rock faces with uncanny ease. The action of the gyroscope makes it virtually impossible for a Caprador to be knocked over. 

The flywheel mechanism can only run for a limited time (about 30 seconds) before needing to be rewound. To this purpose, a ratcheted lever has been surgically integrated into the tissues of the Caprador's arms. Any vigorous action undertaken with their arms (such as fighting) acts to gradually crank the wheel mechanism to full tension.

The winding time is relatively brief, but when the wheel ceases to spin, a Caprador loses much of its agility, and its powerful build becomes suddenly awkward and top-heavy. Although they will continue to fight, Capradors are unaccustomed to moving without the assistance of the flywheel, and their overall effectiveness suffers until they can restart it.

Abilities...

Capradors move very quickly, even across sheer rock faces. They attack without fear, using their great strength and uncanny agility to advantage. They possess opposable thumbs and can use weapons with a brutal semblance of technique.

Each Caprador is outfitted with a large pick-like implement which aids them in negotiating the craggy peaks of Donnerquell, but which also serves as a devastating melee weapon. They may also use their horns to head-butt enemies. The impact of such a blow could easily send smaller beings sailing off mountain ledges.

Capradors have a rudimentary intelligence and speak an extremely primitive, gutteral form of Imperial. They have no culture of their own - their sole reason to exist is to serve their master and to destroy all enemies.