ARCHIVED TOPIC:
[ The Stuff ]
DATE: June 15, 2001
UPDATE: January 29, 2004—updated to v. 3.5, from The Complete Book of Eldritch Might

...New Monster Template: Magical Constructs

©2001 The Unseelie Court -- JD SparksThis is an excerpt from The Book of Eldritch Might, the premiere release from my new imprint, Malhavoc Press. Take a look, and if you want to know more, check out the Malhavoc Press page. (Now updated for v. 3.5, taken from The Complete Book of Eldritch Might.—Ed.)

Spellcasters carefully craft golems and other constructs to serve as guardians, servants, and attack "beasts." Standard golems, shield guardians, and other constructs are all humanoid in form, but some more creative artisans have forged huge steel dragons, hounds made of stone, and terrible copper nagas.

This section of The Book of Eldritch Might is Open Game Content under the terms of the d20 License.

Creating a Magical Construct

"Magical Construct" is a new monster template you can add to any corporeal creature that is not of the elemental, or ooze type -- hereafter referred to as the "base creature." The resulting creature is of the construct type. The material used to make the construct (stone or metal) helps determine its powers and abilities.

A magical construct uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Increase to d10 (if the base creature has d12 HD, do not reduce the total), as well as receive bonus hit points based on size (see Chapter Eight: Glossary in the MM).
Speed: Constructs have 75% of the speed of the base creature, unless the speed is for flying; in that case, the speed is 50% of the base creature's (poor maneuverability).
AC: Natural armor increases by +8 if the construct is made of stone, +12 if it is made of metal.
Attack: The magical construct retains all the attacks of the base creature.
Damage: The magical construct retains the damage values of the base creature.

Special Attacks: A magical construct retains all the special attacks of the base creature, except those that involve changing shape (something the magical constructs cannot do). It also gains one of the following:
Breath Weapon (Su): First or second round of combat -- cloud of poisonous gas, 10-foot cube directly in front of the construct lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death. Available to metal constructs only.
Breath Weapon (Su): Turn to stone permanently, cone of gas 60 feet long, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17).
Breath Weapon (Su): Sleep gas cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17) or fall asleep for 1d10 minutes.
Slow (Su): The construct can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.
Haste (Su): After it has engaged in at least 1 round of combat, the construct can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Special Qualities: A magical construct retains all the special qualities of the base creature and also gains the following:
• Immune to mind-affecting effects, poison, disease, death effects, paralysis, stunning, sleep, and similar effects.
• Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage.
• Darkvision 60 feet
• Destroyed when reduced to 0 hp, cannot be raised.

Saves: Same as the base creature.
Abilities: Modify the base creature as follows: Str +10, Dex –4, Con [No score], Int [No score], Wis –2, Cha –10 (minimum 1).
Skills: Constructs have no skills.
Feats: Constructs have no feats.

Environment: Any land and underground
Organization: Solitary or gang (2–4)
Challenge Rating: Up to 10 HD: as base creature +3 (+4 if metal); 11+ HD: as base creature +2 (+3 if metal)
Treasure: None
Alignment: Always neutral
Advancement: Same as the base creature
Level Adjustment:

Construction

The cost for each construct includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it. It amounts to 10,000 gp per HD.

The first task is carving or assembling the construct's physical body. The creator can assemble the body or hire someone else to do the job. The builder must have the appropriate skill, which varies with the construct.

The real work of creating a construct involves extended magical rituals that require two months to complete. Understanding the rituals requires a character of the appropriate level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least eight hours each day in a specially prepared laboratory or workroom. The chamber resembles an alchemist's laboratory and costs 500 gp to establish.

For stone constructs, the creator must be 16th level and able to cast either arcane or divine spells. Completing the ritual drains from the creator 100 XP for each of the construct's HD and requires geas/quest, limited wish, polymorph any object, and stone shape.

For metal constructs, the creator must be 16th level and able to cast arcane spells. Completing the ritual drains from the creator 150 XP for each of the construct's HD and requires geas/quest, limited wish, polymorph any object, and iron body.

When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, and talking. If personally crafting the construct's body, the creator can perform the rituals while building it. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The construct's body can be reused, as can the laboratory.

Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator need not cast the spells personally; they can come from outside sources, such as scrolls or other assisting casters.

Sample Magical Constructs

As examples of the stone and metal magical constructs, here are two new creatures to drop into your favorite game setting.

Stone (Dire) Tiger
Huge Construct
Hit Dice: 16d10 + 40 (88 hp)
Initiative: +0
Speed: 30 feet (6 squares)
AC: 22 (-2 size, +14 natural), tough 8, flat-footed 22
Base Attack/Grapple: +12/+33
Attack:
Claw +23 melee
(2d4+13)
Full Attack:
2 claws +23 melee (2d4+13) and bite +18 melee (2d6+6)
Space/Reach: 15 feet/10 feet
Special Attacks: Pounce, improved grab, rake 2d4+6, haste
Special Qualities: Scent, construct traits
Saves: Fort +10, Ref +10, Will +10
Abilities: Str 37, Dex 11, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: --
Environment: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 (Gargantuan)

Level Adjustment: --

Stone tigers measure 35 feet long and can weigh up to 12,000 lbs. Powerful spellcasters use them as guardians and potent weapons of war.

Combat
A stone tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.
Pounce (Ex): If a stone tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the stone tiger must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A stone tiger can make two rake attacks (+18 melee) against a held creature with its hind legs for 2d4+6 points of damage each. If the stone tiger pounces on an opponent, it can also rake.
Haste (Su): After it has engaged in at least 1 round of combat, the stone tiger can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Eleven-Headed Brass Hydra
Huge Construct
Hit Dice: 11d10 +40 (60 hp)
Initiative: -1 (Dex)
Speed: 15 feet (3 squares), swim 15 feet
AC: 25 (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 25
Base Attack/Grapple: +11/+30
Attack: Bite +12 melee (1d10+6)
Full Attack: 11 bites +12 melee (1d10+6)
Space/Reach: 15 feet/10 feet
Special Attacks: Breath weapon
Special Qualities: Scent, construct traits
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 33, Dex 8, Con --, Int --, Wis 8, Cha 1
Skills: --
Feats: --
Environment: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: --

Level Adjustment: --

Brass hydras measure 30 feet long and can weigh up to 18,000 lbs. They are used most often as guardians of important treasures.

Combat
Unlike living hydras, the brass hydra cannot be defeated by lopping off its heads. It must be destroyed entirely.
Breath Weapon (Su): First or second round of combat -- cloud of poisonous gas, 10-foot cube directly in front of the construct lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.

Read more about The Book of Eldritch Might, or purchase the book, on the Malhavoc Press page.

 

 

 
Unless stated otherwise, all content © 2001–2004 Monte Cook. All rights reserved.
 
The Unseelie Court - Proud sponsors of Ideabolt!
Grab an Ideabolt and start hurling.™