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...New
Monster Template: Magical Constructs
This
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 (24)
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.
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