The rustic old weathered boat was starting to sink even as Stork set foot on the strange, isolated island. The wizard picked his way passed the wreckage of countless sea-going vessels and spied a nearby cave, one with an elaborately carved arch that lead to the darker depths. As the sorcerer approached the entrance to the cave he saw eyes swaying and glittering in the darkness.
“Why do you come here?” a strange voice rasped.
“I need a weapon,” Stork replied. “A special weapon. One that will cause much destruction.”
A barking, cackling sounds came from within the cave.
“Then come in, do business with us,” called a voice from within.
Stork stepped into the dimly lit cave and saw four bizarre, dog-like creature lurching around an ancient forge.
“Stoke the fires, brothers! We have dark business to conduct!” one of the creatures called out.
No. Enc.: 1 (1d4)
Movement: 120′ (40′)
Armor Class: 3
Hit Dice: 8
Damage: 1d8+4 or by weapon
Hoard Class: XIV (plus 1d4 magic weapons)
The Telechines are strange daemons that often dwell near the sea, usually on craggy islands that are difficult to get to. In appearance these creatures look like strange, bipedal canines (usually like a boxer) that either have long, claw-like hands or webbed hands that are reminiscent of a fish’s flippers. Despite this bizarre appearance, Telechines are quite intelligent and in fact, are adept magician-smiths, capable of creating all sorts of enchanted weapons.
When a deal is struck the Telechines set to work, forging a magic weapon for an agreed to price. These creatures do not work cheaply, however, and have forged weapons for deities and giant lords. Anyone thinking of attacking the Telechines should be aware that these creatures have many wondrous and terrible magic items at their disposal and the Telechines will not hesitate to use them.