Magical Construct (from the
Book of Eldritch Might)
"Magical construct" is a template that can be added to any corporeal creature that is not of the elemental, ooze, or shapechanger 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 of the base creatures statistics and special abilities except as noted here:
Hit Dice: Increase to d10 (if the base creature has d12 Hit Dice, do not reduce the total).
Speed: Magical constructs have ¾ of the speed of the base creature, unless the speed is for flying, in which case the speed is ½ of the base creature's and the maneuverability falls to poor.
Armor Class: Natural armor increases by +8 if the magical construct is made of stone, and by +12 if it is made of metal.
Attacks: Same as the base creature.
Damage: Same as the base creature.
Special Attacks: A magical construct retains all the special attacks of the base creature except those that involve changing shape. It also gains one of the following features:
- Breath Weapon (Su): First of 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) negates.
- Breath Weapon (Su): Sleep gas cone, 60 feet, every 1d4 rounds (but no more than 5 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: Magical constructs retain all the special qualities of the base creature (except those that involve changing shape). Additionally, they gain the following abilities (in the case of duplicate abilities, use the better of the two values):
- Immunity to mind-influencing 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 with a range of 60 feet
- Destroyed when reduced to 0 hit points, cannot be raised. Cannot be healed with healing magic unless it specifically says it works on constructs, and does not heal on its own.
Saves: Same as the base creature.
Abilities: Modify the base creature as follows: Strength +10, Intelligence [No Score], Wisdom -2, Dexterity -4, Constitution [No Score], Charisma -10 (all numerical scores have a minimum of 1).
Skills: Magical constructs have no skills.
Feats: Magical constructs have no feats.
Climate/Terrain: Any land and underground.
Organization: Solitary or gang (2 - 4).
Challenge Rating: Variable:
- Up to 10 Hit Dice: As base creature +3 (+4 if metal).
- 11+ Hit Dice: As base creature +2 (+3 if metal)
Treasure: Same as the base creature.
Alignment: Always neutral.
Advancements: Same as the base creature.
Construction
The cost for each construct includes that of the physical body and spell components that are consumed or become a permanent part of it. It amounts to 10,000 shillings per Hit Die.
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 cresting 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 shillings to establish.
For stone constructs, the creator must be 16
th level and able to cast either arcane or divine spells. Completing the ritual drains 100 experience points from the creator for each Hit Die of the magical construct, and requires the casting of
geas/quest,
limited wish,
polymorph any object, and
stone shape.
For metal constructs, the creator must be 16
th level and able to cast arcane spells. Completing the ritual drains 150 experience points from the creator for each Hit Die of the magical construct, and requires the casting of
geas/quest,
limited wish,
polymorph any object, and
iron body.
When not working on the ritual, 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 ritual while building it. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but experience points are not. The construct's body can be reused, as can the laboratory.
Completing the ritual drains the appropriate experience points from the creator and requires casting any spells on the final day. The creator need not cast the spells personally; they can come from other sources such as scrolls or other assisting casters.
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