Showing posts with label Construct. Show all posts
Showing posts with label Construct. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Rope Golem

Rope Golem (adapted from Dragon Magazine #302)
Large Construct

Hit Dice: 16d10+30 (118 hit points)
Initiative: +2
Speed: 30 feet (cannot run)
Armor Class: 27 (-1 size, +2 Dexterity, +16 natural); touch 11, flat-footed 25
BAB/Grapple: +12/+26
Attack: Slam +21 melee (2d8+10, bludgeoning, 20 x2)
Full Attack: 2 slams +21 melee (2d8+10, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Constrict, improved grab, rope whirlwind, strangle
Special Qualities: Construct, darkvision 60 feet, magic immunity, DR 40/+3, fire vulnerability, unravel
Saves: Fortitude +5, Reflex +7, Will +5
Abilities: Str 30, Int -, Wis 11, Dex 14, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2 - 4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 17 - 23 Hit Dice (Large); 24 - 49 Hit Dice (Huge)

Also called hangman golems, rope golems are composed of numerous ropes that are twisted and wrapped into the shape of a humanoid figure. Standing almost twice the height of a normal human, the rope golem's face is only a rough outline, with two pure white globs of energy burning where the eyes would be. A rope golem cannot speak, but it expresses acknowledgement of command with the twisting of ropes.

Combat
A rope golem is a ferocious combatant that tries to get in close with opponents before unleashing its rope whirlwind. If it is guarding a location or object, it typically unravels itself, appearing like a long-disused rope.

Constrict (Ex): With a successful grapple check, a rope golem can crush a grabbed opponent, dealing 2d8+15 points of bludgeoning damage.

Fire Vulnerability (Ex): A rope golem takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Improved Grab (Ex): If a rope golem hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets hold, it also constructs on the same round. Thereafter, the rope golem has the option to conduct the grapple normally or simply use the ropes to hold the opponent (-20 penalty on the grapple check but the rope golem is not considered grappled). In either case, each successful grapple check it makes during successive round automatically deals constrict damage.

Magic Immunity (Ex): A rope golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Animate rope causes 1d8 points of damage. A mending spell heals the rope golem of 2d8 points of damage.

Rope Whirlwind (Ex): The rope golem can extend a number of ropes and begin to spin, flailing everything in a 10-foot radius. Hits are resolved as slam attacks that do not allow the rope golem to use its improved grab ability. This does not provoke an attack of opportunity, and the rope golem can use his ability once every 1d4 rounds.

Strangle (Ex): When the rope golem grapples a living opponent, it can make a strangle attack as a attack action against the foe it grapples. The ripe golem and its foe make opposed grapple check (or the foe can escape with an Escape Artist check). If the rope golem exceeds the foe's grapple check by 10 or more, it squeezes the breath from that opponent, suffocating the creature in addition to dealing constrict damage. On the following rounds, the rope golem can continue to suffocate the creature as a free action that requires no grapple check so long as the creature does not somehow escape the grapple. This causes the creature to drop to -1 hit points on the second round of suffocation and -10 on the third. When the rope golem grapples an unconscious creature (such as one being suffocated) it does not count as grappled and can make attacks and move about normally.

Unravel (Ex): Once per day, as a standard action, a rope golem can unravel its form to become a heap of tangled ropes that fills a 10-foot-by-10-foot area. While in this form, the rope golem cannot attack or move, but it gains fast healing 5. The rope golem can reform into its humanoid appearance as a full-round action.

Construct: Rope golems are immune to mind-influencing effects, poison, paralysis, stunning, disease, death effects, and necromancy effects. Rope golems cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. Rope golems are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Rope golems are not at risk of death from massive damage but are immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a rope golem cannot be raised or resurrected.

Construction
A rope golem's body is crafted from numerous magically crafted ropes. The golem costs 90,000 shillings to create, which includes 1,250 shillings for the construction of the body. Creating the body is a complex task that requires a successful DC 20 Use Rope check. The creator must be 16th level and able to cast arcane spells.

Caster Level: 16th; Prerequisites: Craft Construct, animate rope, geas/quest, limited wish, polymorph any object; Market Price: 180,000 shillings; Cost to Create: 90,000 shillings and 2,400 experience points.

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General Rules: Monsters - Alchemical Golem

Alchemical Golem (adapted from Dragon Magazine #302)
Large Construct

Hit Dice: 9d10+30 (79 hit points)
Initiative: -1
Speed: 20 feet (cannot run)
Armor Class: 18 (-1 size, -1 Dexterity, +10 natural); touch 8, flat-footed 18
BAB/Grapple: +6/+15
Attack: Slam +11 melee (2d8+6, bludgeoning, 20 x2)
Full Attack: 2 slams +11 melee (2d8+6, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Breath weapon, rupture
Special Qualities: Construct, acid and fire immunity, alchemical healing, DR 15/+1, immune to bludgeoning weapons, magic immunity
Saves: Fortitude +3, Reflex +2, Will +3
Abilities: Str 23, Int -, Wis 11, Dex 9, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary ro gang (2 - 4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 10 - 18 Hit Dice (Large); 19 - 27 Hit Dice (Huge)

An alechemical golem is 9 feet tall and weighs 800 pounds. The body is composed of a single touch transparent membrane in the shape of a humanoid with the face usually mimicking the appearance of its creator. Inside the membrane is a swirling collection of toxic, oily substances that merge and separate at random, giving the creature life. The alchemical golem wears no clothing, has no possessions, and is incapable of speech. Despite the membrane, that keeps the ingredients inside, the golem fives off a faint, acrid smell.

Combat
Alchemical golems are particularly dangerous opponents, because although they are slow and ponderous, the mere act of damaging it realases toxic substances that burn the skin and choke the lungs. Anyone considering attacking an alchemical golem would be advised to do so at a distance.

Alchemical healing (Ex): An alchemical golem does not heal normally, but it can drink alchemical liquids to heal itself. For every 10 shillings worth of alchemical liquid (such as alchemist's fire, antitoxin, or acid) the alchemical golem drinks, it heals 1 point of damage. An alchemical golem has no ability to discern what it an appropriate liquid to drink, so the alchemical golem's creator must command it to drink the appropriate liquids or provide it with precise commands and a ready supply. An alchemical golem that drinks other liquids such as poisons, potions, and alcohol, is not harmed but gains no benefit from drinking them; the liquids are mixed with the alchemical liquids inside the golem and destroyed.

Breath Weapon (Su): Once every 1d4 rounds, the alchemical golem can breathe a 30-foot- cone of acid and toxic fumes. Creatures in the area suffer5d6 points of acid damage (Reflex save DC 14 for half damage) and 1d4 points of Constitution damage (Fortitude save DC 14 negates).

Magic Immunity (Ex): An alchemical golem is immune to all spells, spell-like abilities, and supernatural effects except as follows. A neutralize poison spell slows the golem as the slow spell for 2d6 rounds with no saving throw.

Immune to Bludgeoning Weapons (Ex): Bludgeoning weapons, even enchanted ones, deal no damage to an alchemical golem, bouncing off the rubbery membrane that contains its alchemical fluids.

Rupture (Ex): Any attack with a piercing or slashing weapon that does at least 10 points of damage in a single hit (beyond damage reduction) punctures the alchemical golem's membrane. This puncture wound releases a spray of burning liquid and noxious fumes into the nearest 5-foot square in the direction from which the attack originated. Creatures in that square suffer 2d6 points of fire damage (Reflex save DC 14 for half damage) and 1d4 points of Constitution damage (Forttiude save DC 14 negates).

When the alchemical golem is reduced to 0 hit points, the alchemical golem's membrane collapses, spilling out all the remaining liquids inside. The resulting splash acts as a 15-foot-radius burst of acid, flame, and deadly gas that deals 10d6 points of damage, half of which is acid damage and half of which is fire damage. A DC 14 Reflex save halves the damage, resulting in equal damage from both acid and fire. The burst also deals 2d6 points of Constitution damage. A DC 14 Fortitude save halves the Constitution damage.

Construct: Alchemical golems are immune to mind-influencing effects, poison, paralysis, stunning, disease, death effects, and necromancy effects. Alchemical golems cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. Alchemical golems are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Alchemical golems are not at risk of death from massive damage but are immediately destroyed when reduced to 0 hit points or less. Since it was never alive, an alchemical golem cannot be raised or resurrected.

Construction
A alchemical golem's body is made from a noxious and complex series of alchemical liquids poured into a tough humanoid-shaped membrane.

An alchemical golem costs 70,000 shillings to create, including 2,000 shillings for the construction of the body. Creating the body is a complex task that requires a successful DC 20 Craft: Alchemy check. The creator must be at least 14th level, and able to cast arcane spells.

Caster Level: 14th; Prerequisites: Craft Construct, poison, polymorph any object, geas/quest, limited wish, protection from elements; Market Price: 140,000 shillings; Cost to Create: 70,000 shillings and 2,800 experience points.

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General Rules: Monsters - Modron, Winged Quadrone

Winged Quadrone Modron (from Dragon Magazine #354))
Medium Construct (Extraplanar, Lawful)

Hit Dice: 5d10+20 (46 hit points)
Initiative: +1
Speed: 30 feet, fly 30 feet (poor)
Armor Class: 19 (+4 Dexterity, +5 natural); touch 14, flat-footed 15
BAB/Grapple: +3/+5
Attack: Masterwork shortsword +7 melee (1d6+3, piercing, 19-20 x2) or masterwork longbow +9 ranged (1d8, piercing, 20 x3, 100 feet x10)
Full Attack: 2 masterwork shortswords +5 melee (1d6+3, piercing, 19-20 x2) or masterwork longbow +7 ranged (1d8, piercing, 20 x3, 100 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: All-around vision, coordinated ally, construct traits, darkvision 60 feet, fixed initiative, low-light vision, modron leader, repetitive attack, resistance to acid 10, resistance to cold 10, resistance to fire 10
Saves: Fortitude +1, Reflex +5, Will +3
Abilities: Str 16, Int 14, Wis 15, Dex 18, Con -, Cha 12
Skills: Craft; any one +6, Diplomacy +2, Knowledge: any two +6, Listen +12, Sense Motive +11, Spot +12
Feats: Two-Weapon Fighting, Weapon Focus (Longbow)
Environment: Mechanus
Organization: Team (1 - 4)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

A creature the size of a human with a cube-shaped body and a pair of mechanical wings, it has eyes on every side of the cube that watch all around it. With its arms it carries a bow.

Quadrones can speak Axiomatic and two common languages of the Three Worlds such as Enslaic or Sorglish.

Combat
Quadrones are the lowest caste to have significant intelligence and the capability to strategize and plan. With this, they can be incredibly effective, balancing ranged attacks with their longbow against deadly assaults with their shortswords.

In a group of mixed castes, they are well aware of the capabilities of lesser castes and order them to attack according to their particular strengths. Furthermore, given that they interact with outsiders more than the other castes, quadrones are often aware of the strengths and weaknesses of other races and, being neither good nor evil, don't hesitate to use every advantage to crush their opponents. They fight furiously not out of brutality or a desire for glory, but from pure efficiency. Orders must be obeyed, buildings must be constructed, and enemies must be defeated. This structure is implicit in a quadrone's understanding of these concepts.

All-Around Vision (Ex): The sensory organs on all sides of a quadrone allow it to look in any direction, bestowing a +4 racial bonus on Search and Spot checks. Opponents gain no flanking bonuses when attacking a quadrone.

Coordinated Ally (Ex): Modrons work exceptionally well with other lawful allies. When successfully aided on a skill check or attack roll by a lawful-aligned ally, or when aiding another lawfully aligned creature, they apply or gain a +3 bonus on their checks or attack rolls (instead of the normal +2 bonus). Furthermore, modrons gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus).

Fixed Initiative (Ex): Modrons are rigid in their actions, even in the most chaotic situations. As a result, a modron's initiative check is always equal to half its Hit Dice plus its Dexterity modifier for initiative. When combat begins, a modron uses this number as its initiative - it never rolls an initiative check. A quadrone modron's initiative is always 6.

Modron leader (Ex): Quadrones are capable of giving orders to any mordon of a lesser caste.

Repetitive Attack (Ex): If a quadrone makes a full-attack action against the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or performing any other action causes the quadrone to lose this bonus.

Construct: Immune 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. 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.

Skills: Modrons have a +2 racial bonus to Listen and Spot checks.

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General Rules: Monsters - Modron, Pentadrone

Pentadrone Modron (from Dragon Magazine #354))
Medium Construct (Extraplanar, Lawful)

Hit Dice: 6d10+20 (53 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 21 (+2 Dexterity, +9 natural); touch 12, flat-footed 19
BAB/Grapple: +4/+10
Attack: Slam +10 melee (2d6+9, bludgeoning, 20 x2)
Full Attack: Slam +10 melee (2d6+9, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Paralysis gas
Special Qualities: All-around vision, coordinated ally, construct traits, darkvision 60 feet, fixed initiative, levitation gas, low-light vision, modron leader, resistance to acid 10, resistance to cold 10, resistance to fire 10
Saves: Fortitude +2, Reflex +4, Will +6
Abilities: Str 22, Int 17, Wis 16, Dex 12, Con -, Cha 16
Skills: Gather Information +4, Hide +11, Knowledge: any one +9, Listen +12, Search +11, Spot +16, Survival +11, Tumble +8
Feats: Blind-Fight, Combat Reflexes, Track
Environment: Mechanus
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

Like a clockwork starfish on rickety by apparently strong legs, this creature has a single eye on each appendage and a small tube on its top that subtle angles towards those around it.

Quadrones can speak Axiomatic and three common languages of the Three Worlds such as Enslaic or Sorglish.

Combat
As the most advanced of the base modrons, pentadrones have a complex set of responsibilities. They must interpret and pass down orders from the hierarchs to the hundreds of thousands of quadrones and then onto the millions of lesser modrons. They must also hunt down and destroy their own kind when they turn rogue. To manage these duties, pentadrones are introspective and edeeply analytical. They attempt to study every obstacle carefully for all possible solutions, whether faced with a river with no bridge or being severely outnumbered by a pack of demons looking for a plaything.

Once they decide on a plan, they immediately launch their assault. The dramatic shift from quiet observation to sudden attack can be quite effective in catching opponents off guard. Unlike the monodrones and duodrones and to a lesser extent the tridrones and quadrones, pentadrones constantly reevaluate their plans and are capable of abandoning a plan already in action to pursue another. Again, these shifts are typically dramatic and sudden.

Knowing their importance among the base modrons, pentadrones have a stronger survival instinct than other modrons and with draw from fights to save themselves. As with so many aspects of modron life, this can easily be interpreted as an emotional act, but in reality, it is merely the most logical course of action in many circumstances. If the situation dictates that staying in the fight, even at the cost of its own life, would have the greatest outcome for other modrons, then a pentadrone fights with as much determination as the single-minded monodrone. They fully understand the significance of the Energy Pool and know that the destruction of their current form is only temporary.

All-Around Vision (Ex): The sensory organs on all sides of a pentadrone allow it to look in any direction, bestowing a +4 racial bonus on Search and Spot checks. Opponents gain no flanking bonuses when attacking a pentadrone.

Coordinated Ally (Ex): Modrons work exceptionally well with other lawful allies. When successfully aided on a skill check or attack roll by a lawful-aligned ally, or when aiding another lawfully aligned creature, they apply or gain a +3 bonus on their checks or attack rolls (instead of the normal +2 bonus). Furthermore, modrons gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus).

Fixed Initiative (Ex): Modrons are rigid in their actions, even in the most chaotic situations. As a result, a modron's initiative check is always equal to half its Hit Dice plus its Dexterity modifier for initiative. When combat begins, a modron uses this number as its initiative - it never rolls an initiative check. A pentadrone modron's initiative is always 4.

Levitation Gas (Su): Pentadrones possess a gas emitter that, when aimed downward, allows them to float as per a levitate spell cast by a 5th level wizard. After a pentadrone levitates in this manner, it cannot use its gas emitter to levitate or spray paralysis gas for 5 rounds.

Modron leader (Ex): Pentadrones are capable of giving orders to any mordon of a lesser caste.

Paralysis Gas (Su): Pentadrones can emit a 30-foot line of paralysis gas. Creatures caught within the area must make a DC 16 Fortitude save or be paralyzed for 2d4 rounds. The DC is Charisma-based. After a pentadrone uses its gas emitter to spray paralysis gas, it cannot use it again for levitation or paralysis gas for 5 rounds.

Construct: Immune 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. 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.

Skills: Modrons have a +2 racial bonus to Listen and Spot checks.

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General Rules: Monsters - Eleven-Headed Brass Hydra

Eleven-Headed Brass Hydra (from the Book of Eldritch Might)
Huge Construct

Hit Dice: 11d10 (60 hit points)
Initiative: -1
Speed: 15 feet, swim 15 feet
Armor Class: 25 (-2 size, -1 Dexterity, +18 natural)
BAB/Grapple: +11/+30
Attack: bite +20 melee (1d10 + 11, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: 11 bites +20 melee (1d10 + 11, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 20 feet by 20 feet/10 feet
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 feet, scent, construct traits
Saves: Fortitude +8, Reflex +6, Will +2
Abilities: Str 33, Int -, Wis 8, Dex 8, Con -, Cha 1
Skills: -
Feats: -
Environment: Any land and underground
Organization: Solitary or gang (2 - 4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: -

Brass hydras measure 30 feet long and can weigh up to 9 tons. They are used most often as guardians of important treasures. 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) negates, initial damage - 1d4 temporary Constitution, secondary damage - death.

Scent (Ex): Can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The brass hydra detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the brass hydra can pinpoint that source.

Construct: Immune 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. 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.

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General Rules: Monsters - Serpentflesh Golem

Serpentflesh Golem (from Serpent Kingdoms)
Large Construct

Hit Dice: 11d10+30 (90 hit points)
Initiative: +2
Speed: 40 feet
Armor Class: 21 (-1 size, +2 Dexterity, +10 natural); touch 11, flat-footed 19
BAB/Grapple: +8/+16
Attack: Slam +11 melee (2d6+4, bludgeoning, 20 x2)
Full Attack: 2 slams +11 melee (2d6+4, bludgeoning, 20 x2) and bite +6 melee (1d8+2 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 feet, low-light vision, DR 10/adamantine, immunity to magic, fire resistance 20
Saves: Fortitude +3, Reflex +5, Will +3
Abilities: Str 18, Int -, Wis 11, Dex 15, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 12 - 22 Hit Dice (Large); 23 - 33 Hit Dice (Huge)

Serpentflesh golems are often created by spellcasters with grudges against the Scaled Ones. Such individuals take a cruel pleasure in forcing serpents to bend to their will, even if it is only after death.

A golem of this sort is a scaly, vaguely humanoid creature that has been crafted from the body parts of various Scaled Ones. it bears a superficial resemblance to a flesh golem in that the points where the flesh of different creatures has been joined are usually obvious. A serpentflesh golem has a snake torso with massive arms than end in clawed hands and their a tail or a pair of humanlike legs.

Combat
A serpentflesh golem is more dextrous than most other golems, and it uses this speed to advantage in combat. It typically begins a battle with slam attacks using either its arms or its tail. It saves its bite attack for opponents that prove resistant to its raw brutality.

Immunity to Magic (Ex): A serpentflesh golem is immune to any spell or spell-like ability that alolows spell resistance, In addition, certain spells and effects function differenly against the creature. A magical attack that deals cold or fire damage slows a serpentflesh golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the serpentflesh golem to exceed its full normal hit points, it gains any excess as temporary hit points. it gets no saving throw against attacks that deal electricity damage.

Poison (Ex): Bite, injury, Fortitude DC 15, initial and secondary damage 1d6 Strength. The save is DC Constitution-based.

Construct: Immune 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. 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.

Constructing a Serpentflesh Golem
The parts for a sperentflesh golem must all come from normal scaly corpses that have not decayed significantly. At least one body is needed per desired limb, plus one for the torso and one for the brain. Special unguents and bindings worth 500 shillings are also required. Each additional arm beyond two raises the cost by 5,000 shillings and 100 experience points. Creating a serpentflesh golem requires casting a spell with the evil descriptor.

Assembling the body requires a DC 13 Craft: Leatherworking check or a DC 13 Heal check.

Caster Level 8th; Craft Construct, animate dead, bull's strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 shillings; Cost 10,500 shillings + 780 experience points (or more, see above).

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General Rules: Monsters - Stone Dire Tiger

Stone Dire Tiger (from the Book of Eldritch Might)
Large Construct

Hit Dice: 16d10 (88 hit points)
Initiative: +0
Speed: 30 feet
Armor Class: 23 (-1 size, +14 natural)
BAB/Grapple: +12/+29
Attack: claw +24 melee (2d4 + 13, piercing and slashing, 20 x2)
Full Attack: 2 claws +24 melee (2d4 + 13, piercing and slashing, 20 x2) and bite +19 melee (2d6 + 6, bludgeoning, piercing, and slashing 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: Pounce, improved grab, rake 2d4 + 6, haste
Special Qualities: Darkvision 60 feet, scent, construct traits
Saves: Fortitude +10, Reflex +10, Will +10
Abilities: Str 37, Int -, Wis 10, Dex 11, Con -, Cha 1
Skills: -
Feats: -
Environment: Any land and underground
Organization: Solitary or gang (2 - 4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 17 - 32 Hit Dice (Large), 33 - 48 Hit Dice (Huge)

Stone tigers measure 12 feet long and can weigh up to three tons. Powerful spell casters use them as guardians and potent weapons of war. 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 an opponent no more than one size category greater than itself with its bite attack. After dealing normal damage, the stone tiger may start a grapple as a free action without provoking an attack of opportunity. 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 last for 3 rounds and is otherwise the same as the spell.

Scent (Ex): Can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The stone tiger detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the stone tiger can pinpoint that source.

Construct: Immune 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. 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.

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General Rules: Monsters - Magical Construct (Template)

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 16th 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 16th 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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General Rules: Monsters - Junk Golem

Junk Golem (adapted from Dragon Magazine #341)
Medium Construct

Hit Dice: 8d10+20 (64 hit points)
Initiative: -1
Speed: 20 feet (cannot run)
Armor Class: 17 (-1 Dexterity, +8 natural); touch 9, flat-footed 17
BAB/Grapple: +6/+10
Attack: Slam +10 melee (2d6+4, bludgeoning, 20 x2)
Full Attack: 2 slams +10 melee (2d6+4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Metal rot
Special Qualities: Construct, DR 5/bludgeoning, low-light vision, magic immunity, salvage, self-repair
Saves: Fortitude +2, Reflex +1, Will +2
Abilities: Str 18, Int -, Wis 11, Dex 8, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (3 - 4)
Challenge Rating: 5
Treasure: See below
Alignment: Always neutral
Advancement: 9 - 14 Hit Dice (Medium); 15 - 24 Hit Dice (Large)

Junk golems are constructed from the refuse of society and are often formed from the fractured remains of weapons or machinery. These automatons are favored creations of many gnomish or dwarven priests who worship Wünd or Hœnir and who do not want to see any ingenuity go to waste. Junk golems are able to find replacement pieces to repair damage to their bodies, but rumors tell of golems that have left their masters and wander the world, continually building onto their bodies and growing more massive in size.

Combat
Despite their rickety appearances, junk golems are particularly resilient to most physical damage. Because the parts of a junk golem tend to be hard but brittle, they are vulnerable to blunted weapons. When a junk golem is victorious in battle, it typically strips its opponents of items to repair itself. (see below).

Metal Rot (Su): Once every 1d4+1 rounds, as a free action, the junk golem can draw upon the corrosion, decay, and rust within its body to expel a cloud of metal-rotting orange gas into the air. This gas affects any metallic object within 5 feet of the creature and deals 1d6 points of damage to all items, ignoring hardness. Metal magic items do not receive saving throws, but any creature within this area may make a DC 14 Reflex saving throw to avoid the gas completely. This save DC is Constitution-based.

Magic Immunity (Ex): A junk golem is immune to all spells, spell-like abilities, and supernatural effects. In addition, certain spells and effect function differently as follows: Mending repairs 1 hit point of damage to the golem, while make whole repairs 3d6 hit points of damage. Junk golems are treated as a crystalline creature for the purposes of the shatter spell, which affects them normally.

Salvage (Ex): Although most of the individual items that make up a junk golem are worthless, a DC 15 Search check of the creature's remains reveal 1d6 mundane items that are still functional (roll on Table 3-8 on page 56 of the Dungeon Master's Guide).

Self Repair (Ex): Junk golems are able to retrieve discarded items and add them to their own form, replacing damaged components and reinforcing their bodies with new pieces of metal or wood. Generally, a wandering junk golem can use this ability to repair 1d6 hit points per hour, but in areas with large amounts of items (battle sites, scrap heaps, and so on), this ability may be used to repair 3d6 hit points per hour.

Construct: Junk golems are immune to mind-influencing effects, poison, paralysis, stunning, disease, death effects, and necromancy effects. Junk golems cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. Junk golems are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Junk golems are not at risk of death from massive damage but are immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a junk golem cannot be raised or resurrected.

Construction
To create a junk golem, the creator must build a body from various types of waste materials. While the material cost of these components is negligible, the resulting body is unstable and must be infused with magical energy to bind the individual pieces together. Building the body requires a DC 15 Craft: Armorsmithing or a DC 15 Craft: Weaponsmithing check. The creator of a junk golem must be at least 7th level and able to cast divine spells.

Caster Level: 7th; Prerequisites: Craft Construct, make whole, magical vestment, locate object; Market Price: 9,000 shillings; Cost to Create: 4,500 shillings and 360 experience points.

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General Rules: Monsters - Mud Golem

Mud Golem (adapted from Dragon Magazine #302)
Large Construct

Hit Dice: 13d10+30 (101 hit points)
Initiative: -1
Speed: 20 feet (cannot run), swim 20 feet
Armor Class: 21 (-1 size, -1 Dexterity, +13 natural); touch 8, flat-footed 21
BAB/Grapple: +9/+19
Attack: Slam +14 melee (2d10+6, bludgeoning, 20 x2)
Full Attack: 2 slams +14 melee (2d10+6, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Breath weapon, engulf
Special Qualities: Construct, darkvision 60 feet, magic immunity, DR 20/+2, immune to piercing and slashing weapons
Saves: Fortitude +4, Reflex +3, Will +4
Abilities: Str 23, Int -, Wis 11, Dex 9, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2 - 4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 14 - 20 Hit Dice (Large); 21 - 39 Hit Dice (Huge)

Mud golems are large, anthropomorphic creatures comprised of slippery mud. They are hulking figures with crudely shaped limbs that stand 10 feet tall and weigh 600 pounds. Their faces are plain, with a simple slash for a mouth and two eye sockets that are just scooped out holed - dim glowing red spheres burn in the sockets.

Combat
Mud golems fight best from area of mud where they can bury themselves in the muck to strike opponents from surprise,. Shuffling onto more solid ground when necessary, a mud golem attempts to blind and slow foes with its mud spray and then engulf them.

Breath Weapon (Su): Once every 1d4 rounds of combat, a mud golem can spray slippery mud in a 15-foot cone as a free action. This spray deals no damage, but any creature within the area that fails a DC 16 Reflex save is blinded for 1 round. In addition, this mud is very slippery. Any creature moving in the affected area must make a DC 16 Balance check or fall prone. The mud remains slippery for 1 hour before it dries out. Mud golems are immune to the blinding and slippery effects of their own and other mud golem's breath weapons.

Engulf (Ex): If a mud golem successfully grapples a creature of a smaller size category, it engulfs it with its mass. While engulfed, there is a chance the opponent will begin to drown (see the Drowning Rule, in the Dungeon Master's Guide). An engulfed character must make a DC 20 Constitution check to successfully hold its breath before being engulfed. While engulfed, the character cannot attack the mud golem, cast a spell, or use any supernatural or spell-like abilities. The all-encompassing mud and magic-proof nature of the golem makes such efforts futile. The engulfed creature must succeed at an opposed grapple or Escape Artist check against the mud golem to escape. The mud golem can engulf one Medium or two Small opponents at a time. A mud golem does not count as being grappled while having engulfed creatures within it.

Immune to Piercing and Slashing Weapons (Ex): Piercing and slashing weapons, even enchanted ones, deal no damage to a mud golem.

Magic Immunity (Ex): A mud golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute mud to rock spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute rock to mud heals all its lost hit points. A stone to flesh spell does not change the golem's structure, but it negates its damage reduction and immunity to piercing and slashing weapons for 1 round.

Construct: Mud golems are immune to mind-influencing effects, poison, paralysis, stunning, disease, death effects, and necromancy effects. Mud golems cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. Mud golems are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Mud golems are not at risk of death from massive damage but are immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a mud golem cannot be raised or resurrected.

Construction
Rare constructs, mud golems are created by spellcasters with large quantities of mud at hand. Found almost exclusively near rivers, lakes, ponds, swamps, and cisterns, creatures that live in such areas most commonly create mud golems. A mud golem's body is made from special mud found in magically charged areas or created through magical means.

A mud golem costs 55,000 shillings to create, including 1,000 shillings for the construction of the body. Creating the body is a complex task that requires a successful DC 20 Craft: Sculpting or Craft: Pottery check. The creator must be at least 14th level, and able to cast divine spells.

Caster Level: 14th; Prerequisites: Craft Construct, transmute rock to mud, polymorph any object, geas/quest, limited wish; Market Price: 110,000 shillings; Cost to Create: 55,000 shillings and 2,200 experience points.

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General Rules: Monsters - Spark Guardian

Spark Guardian (from Complete Warrior)
Tiny Construct

Hit Dice: 2d10 (11 hit points)
Initiative: +0
Speed: 20 feet, fly 20 feet (good)
Armor Class: 18 (+2 size, +2 Dexterity, +4 natural); touch 14, flat-footed 16
BAB/Grapple: +1/-8 (see below)
Attack: Talons +5 melee (1d2-1, slashing, 20 x2) or sparks +5 ranged (2d6, electricity, 20 x2) (see below)
Full Attack: Talons +5 melee (1d2-1, slashing, 20 x2) or sparks +5 ranged (2d6, electricity, 20 x2) (see below)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: -
Special Qualities: Construct, damage reduction 5/-, darkvision 60 feet, fast healing 1, find master, low-light vision
Saves: Fortitude +0, Reflex +2, Will +0
Abilities: Str 8, Int -, Wis 10, Dex 14, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3 - 4 HD (Tiny); 5 - 6 HD (Small)

Spark guardians are mechanical birds that shoot sparks at anyone who threatens their master. These familiars are commonly used by the mages of the Collegium.

Spark guardians are the most basic type of guardian familiar. They usually circle above their master, shooting sparks out of their beaks at enemies. If it isn't undertaking a specific task for its master, a spark guardian flies nearby, prepared to defend its master with its spark attack.br/>

A spark guardian is the size of a songbird or an owl, but it weighs about 10 pounds.

Note: Because it is always a familiar, a spark guardian has the same base attack bonus as its master.

Combat
Spark guardians know that they are ill-equipped for melee combat. Instead they do their best to remain our of enemies' range, flinging their sparks at them from above.

Sparks (Su): The spark guardian's sparks have a range increment of 100 feet.

Find Master (Su): No matter the distance, as long as it is on the same plane, a spark guardian can find its master. A spark guardian applies its Dexterity modifier, not its Strength modifier, as a bonus on its melee attack roll.

Construct: Spark guardians are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Spark guardians cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. A construct with the fast healing special quality still benefits from that quality. Spark guardians are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Spark guardians are not at risk of death from massive damage but are immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a spark guardian cannot be raised or resurrected. Gauntlet guardians do not eat, sleep, or breathe.

Spark Guardians as Familiars
Spark guardians can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, be at least a 7th-level caster, and construct the spark guardian himself.

Spark guardians retain their own hit points if they are higher than one-half of their master's total. Their effective Hit Dice is their master's character level or the guardian familiar's Hit Dice, whichever is greater. They lack the improved evasion and empathic link abilities of most other familiars and do not confer the Skill Augmentation (Listen and Spot) feat on their master. They respond to the master's verbal commands and they understand any language the master knew when she created the spark guardian. Because they are mindless constructs, they do not get smarter when their master attains higher level. Spark guardians never speak.

If a spark guardian dies, its master does not have to wait a year and a day to replace it (as is the case with normal familiars). However, a character cannot start to build a new guardian familiar if he or she already possesses one.

A spark guardian is built from wood, leather, and copper. The materials cost 2,000 shillings. The guardian's master may assemble the body or hire someone to do the job. Creating the body requires a DC 16 Profession: Engineering check. After the body is sculpted, the spark guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 shillings to establish. If the creator is personally constructing the creature's body, the building and the ritual can be performed together.

A spark guardian with more than 2 Hit Dice can be created, but each additional Hit Die adds 1,000 shillings to the market price, and the price increases by 5,000 shillings if the creature's size increases to Small, modifying the cost to create accordingly.

Caster Level: 7th; Prerequisites: Craft Construct, lightning bolt, locate creature, minor creation; Market Price: 10,000 shillings; Cost to Create: 7,000 shillings and 400 experience points.

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General Rules: Monsters - Modron, Quadrone

Quadrone Modron (from Dragon Magazine #354))
Medium Construct (Extraplanar, Lawful)

Hit Dice: 5d10+20 (46 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 19 (+4 Dexterity, +5 natural); touch 14, flat-footed 15
BAB/Grapple: +3/+5
Attack: Masterwork shortsword +7 melee (1d6+3, piercing, 19-20 x2) or masterwork longbow +9 ranged (1d8, piercing, 20 x3, 100 feet x10)
Full Attack: 4 masterwork shortswords +5 melee (1d6+3, piercing, 19-20 x2) or 2 masterwork longbows +7 ranged (1d8, piercing, 20 x3, 100 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: All-around vision, coordinated ally, construct traits, darkvision 60 feet, fixed initiative, low-light vision, modron leader, repetitive attack, resistance to acid 10, resistance to cold 10, resistance to fire 10
Saves: Fortitude +1, Reflex +5, Will +3
Abilities: Str 16, Int 14, Wis 15, Dex 18, Con -, Cha 12
Skills: Craft; any one +6, Diplomacy +2, Knowledge: any two +6, Listen +12, Sense Motive +11, Spot +12
Feats: Multiweapon Fighting, Weapon Focus (Longbow)
Environment: Mechanus
Organization: Team (1 - 4)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

A creature the size of a human with a cube-shaped body, it has eyes on every side of the cube that watch all around it. With its four arms it carries two bows.

Quadrones can speak Axiomatic and two common languages of the Three Worlds such as Enslaic or Sorglish.

Combat
Quadrones are the lowest caste to have significant intelligence and the capability to strategize and plan. With this, they can be incredibly effective, balancing ranged attacks with their two longbows against deadly assaults with their shortswords.

In a group of mixed castes, they are well aware of the capabilities of lesser castes and order them to attack according to their particular strengths. Furthermore, given that they interact with outsiders more than the other castes, quadrones are often aware of the strengths and weaknesses of other races and, being neither good nor evil, don't hesitate to use every advantage to crush their opponents. They fight furiously not out of brutality or a desire for glory, but from pure efficiency. Orders must be obeyed, buildings must be constructed, and enemies must be defeated. This structure is implicit in a quadrone's understanding of these concepts.

All-Around Vision (Ex): The sensory organs on all sides of a quadrone allow it to look in any direction, bestowing a +4 racial bonus on Search and Spot checks. Opponents gain no flanking bonuses when attacking a quadrone.

Coordinated Ally (Ex): Modrons work exceptionally well with other lawful allies. When successfully aided on a skill check or attack roll by a lawful-aligned ally, or when aiding another lawfully aligned creature, they apply or gain a +3 bonus on their checks or attack rolls (instead of the normal +2 bonus). Furthermore, modrons gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus).

Fixed Initiative (Ex): Modrons are rigid in their actions, even in the most chaotic situations. As a result, a modron's initiative check is always equal to half its Hit Dice plus its Dexterity modifier for initiative. When combat begins, a modron uses this number as its initiative - it never rolls an initiative check. A quadrone modron's initiative is always 6.

Modron leader (Ex): Quadrones are capable of giving orders to any mordon of a lesser caste.

Repetitive Attack (Ex): If a quadrone makes a full-attack action against the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or performing any other action causes the quadrone to lose this bonus.

Construct: Immune 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. 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.

Skills: Modrons have a +2 racial bonus to Listen and Spot checks.

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General Rules: Monsters - Salvage Rat

Salvage Rat (from Dragon Magazine #341)
Tiny Construct

Hit Dice: 1d10 (5 hit points)
Initiative: +2
Speed: 15 feet, burrow 5 feet (through metal only), climb 15 feet
Armor Class: 17 (+2 size, +2 Dexterity, +3 natural); touch 14, flat-footed 15
BAB/Grapple: +0/-10
Attack: Bite +4 melee (1d4-2 plus rust, Bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d4-2 plus rust, Bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Rust
Special Qualities: Construct traits, low-light vision
Saves: Fortitude +0, Reflex +2, Will +1
Abilities: Str 6, Int 2, Wis 12, Dex 15, Con -, Cha 2
Skills: Balance +10, Climb +10, Hide +8, Move Silently +8
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: -
Alignment: Any
Advancement: -
Level Adjustment: -

Salvage rats resemble large rats made from chunks of rusted metal. Gaps in the metal plates allow crimson light and black smoke to spill out.

Cowardly creatures, salvage rats attempt to run from any danger they encounter. Te rat possesses a terrible bite that rusts metal and as a result it tends to gnaw on any metal it can find unless expressly forbidden to by its master. The construct proves quite loyal to its creator, even overcoming its instinctual fear of combat to come to his aid.

Construct familiars are common among mages of the Collegium.

Combat
In combat, salvage rats dart from foe to foe, hiding in the shadows and biting whenever possible while avoiding drawn out melee confrontations.

Rust (Ex): A salvage rat that makes a successful bite attack causes the target's metal armor to corrode and lose some of its protective value. Each bite reduces the armor bonus granted by -1 until the armor grants no bonus and it destroyed. Magic armor receives a DC 10 Reflex save to avoid this effect. The save DC is Constitution-based. The bite does not affect shields, weapons, or other pieces of metal equipment.

Skills: Salvage rats have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. A salvage rat can always choose to take 10 on a Climb check, even if rushed or threatened. A salvage rat uses its Dexterity modifier instead of its Strength modifier for Climb checks.

Construct: Immune 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. 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.

Salvage Rats as Familiars
Salvage rats can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, be at least a 5th-level caster, and must meet the prerequisites required to construct the familiar, including the creation cost, experience point cost, and time spent.

The creation of a salvage rat is a messy process requiring sifting through a great deal of scrap metal and other junk looking for just the right pieces. other small components for its form are simple to find, costing 500 shillings. The creation process requires either a DC 15 Craft: Armorsmithing check or DC 15 Craft: Blacksmithing check. After creating the body, the spellcaster continues by summoning a familiar in the normal manner. Upon completion of the summoning ritual a spark of the creator's consciousness inhabits and animates the prepared body. This personality mimics the animal form that it inhabits, but retains some of the creator's habits and traits.

Should a construct familiar become damaged, its master may repair it. This may be accomplished through spells like repair light damage, or through more mundane means. Physically repairing a construct familiar takes one hour and costs 10 shillings in supplies per hit point repaired.

Caster Level: 5th; Prerequisites: Craft Construct, acid splash, shatter, caster must be at least 5th level; Market Price: 6,500 shillings; Cost to Create: 3,500 shillings + 240 experience points.

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General Rules: Monsters - Crystal Cat

Crystal Cat (from Dragon Magazine #341)
Tiny Construct

Hit Dice: 2d10 (11 hit points)
Initiative: +4
Speed: 30 feet
Armor Class: 19 (+2 size, +4 Dexterity, +3 natural); touch 15, flat-footed 13
BAB/Grapple: +1/-9
Attack: Claw +7 melee (1d3-2, slashing, 20 x2)
Full Attack: 2 claws +7 melee (1d3-2, slashing, 20 x2) and bite +1 melee (1d4-2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Sharp hide
Special Qualities: Construct traits, low-light vision, scent, transparent
Saves: Fortitude +0, Reflex +4, Will +1
Abilities: Str 7, Int 2, Wis 12, Dex 18, Con -, Cha 7
Skills: Balance +12, Climb +8, Hide +20, Jump +12, Listen +3, Move Silently +9, Spot +3
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: -
Alignment: Any
Advancement: -
Level Adjustment: -

A crystal cat appears as a translucent crystalline feline with sharp edges at its joints. Barely visible, the cast stalks with soundless purpose.

Crystal cats act in much the same manner as house cast. They like nothing better than relaxing and hunting - everything else is a distraction from these pursuits. The construct's weakness lies in its interior: They are more delicate than a standard construct familiar and require constant maintenance in order to remain in working condition. Construct familiars are common among mages of the Collegium.

Combat
In combat, crystal cats stick close to their masters, protecting them as best they can. If alone, crystal cats usually flee from combat, relying upon their stealth for safety.

Sharp Hide (Ex): Creatures grappling with a crystal cat or attacking it with natural weapons take 1d4 points of slashing damage per round of contact or successful attack as the cat's sharp edges cut into them.

Transparent (Ex): Crystal cats prove difficult to see even under normal lighting conditions. Characters must make a DC 15 Spot check to even notice a crystal cat. If the cat is actively hiding, the Spot DC to locate the crystal cat is equal to its Hide check, as usual.

Construct: Immune 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. 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.

Skills: Crystal cats have a +4 racial bonus on Climb and Move Silently checks and a +8 racial bonus on Balance, Hide, and Jump checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

Crystal Cats as Familiars
Crystal cats can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, be at least a 5th-level caster, and must meet the prerequisites required to construct the familiar, including the creation cost, experience point cost, and time spent.

The creation of a crystal cat requires painstaking hours carefully carving a single block of pure crystal costing at least 1,000 shillings. This requires either a DC 15 Craft (Gemcutting) check or Dc 15 Craft (Sculpting) check. After creating the body, the spellcaster continues by summoning a familiar in the normal manner. Upon completion of the summoning ritual a spark of the creator's consciousness inhabits and animates the prepared body. This personality mimics the animal form that it inhabits, but retains some of the creator's habits and traits.

Should a construct familiar become damaged, its master may repair it. This may be accomplished through spells like repair light damage, or through more mundane means. Physically repairing a construct familiar takes one hour and costs 10 shillings in supplies per hit point repaired.

Caster Level: 5th; Prerequisites: Craft Construct, invisibility, keen edge, caster must be at least 5th level; Market Price: 5,000 shillings; Cost to Create: 3,000 shillings + 160 experience points.

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General Rules: Monsters - Modron, Tridrone

Tridrone Modron (from Dragon Magazine #354))
Medium Construct (Extraplanar, Lawful)

Hit Dice: 3d10+20 (35 hit points)
Initiative: +1
Speed: 30 feet, climb 30 feet
Armor Class: 14 (+1 Dexterity, +3 natural); touch 11, flat-footed 13
BAB/Grapple: +2/+4
Attack: Masterwork halfspear +5 melee (1d6+2, piercing, 20 x2) or masterwork javelin +4 ranged (1d6+2, piercing, 20 x2, 30 feet x5)
Full Attack: 3 masterwork halfspears +3 melee (1d6+2, piercing, 20 x2) or 3 masterwork javelins +2 ranged (1d6+2, piercing, 20 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: All-around vision, coordinated ally, construct traits, darkvision 60 feet, fixed initiative, low-light vision, resistance to acid 10, resistance to cold 10, resistance to fire 10
Saves: Fortitude +1, Reflex +2, Will +2
Abilities: Str 14, Int 10, Wis 12, Dex 13, Con -, Cha 10
Skills: Listen +3, Search +8, Spot +10, Survival +5
Feats: Combat Reflexes, Multiweapon Fighting
Environment: Mechanus
Organization: Team (1 - 4)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

A bizarre pyramid-shaped creature, each of its three sides sports a single eye, mouth, and a javelin wielding arm, and the creature constantly rotates to view its surroundings with a different eye. Although seemingly made of flesh underneath, it is covered in metal plates and its limbs appear more clockwork than natural.

Tridrones can speak Axiomatic.

Combat
Tridrones focus on movement and using the terrain to tactical advantage. In caverns and inside buildings, they often climb walls and drop down on their enemies. Furthermore, they typically begin combat by throwing their javelins and then charging into melee.

Since they spend much of their time exploring or working on the edges of Mechanus's gears, tridrones tend to be more solitary than the other modrons. Due to this, they are more apt to fight as individuals rather than as a coordinated whole. Given their preference for continually darting about during combat and their near identical appearance, a group of attacking tridrones can be very difficult to fight effectively.

All-Around Vision (Ex): The sensory organs on all sides of a tridrone allow it to look in any direction, bestowing a +4 racial bonus on Search and Spot checks. Opponents gain no flanking bonuses when attacking a tridrone.

Coordinated Ally (Ex): Modrons work exceptionally well with other lawful allies. When successfully aided on a skill check or attack roll by a lawful-aligned ally, or when aiding another lawfully aligned creature, they apply or gain a +3 bonus on their checks or attack rolls (instead of the normal +2 bonus). Furthermore, modrons gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus).

Fixed Initiative (Ex): Modrons are rigid in their actions, even in the most chaotic situations. As a result, a modron's initiative check is always equal to half its Hit Dice plus its Dexterity modifier for initiative. When combat begins, a modron uses this number as its initiative - it never rolls an initiative check. A tridrone modron's initiative is always 2.

Construct: Immune 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. 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.

Skills: Modrons have a +2 racial bonus to Listen and Spot checks.

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General Rules: Monsters - Ice Beast (Template)

Ice Beast (from Frostburn)

An ice beast is a magical construct of ice and snow created by means of a conjure ice beast spell (or similar effect) in the image of a real creature. It is a mindless automaton that follows its creator's orders. An ice beast resembles whatever creature it is modeled after in general shape and size, but it is composed entirely of palr blue ice.

An ice beast does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Its instructions must always be simple, such as "Attack that giant" or "Stay close and attack anyone who threatens me".

"Ice beast" is a template that can be added to any corporeal creature other than an undead or a creature with the fire subtype. The creature's type changes to "construct". It loses all previous subtypes, but gains the cold subtype. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and change remaining Hit Dice to d10s. As a construct, the creature loses any Constitution bonus to hit points, but gains bonus hit points based on its size, as shown to the right:
Ice Beast SizeBonus Hit PointsNatural Armor BonusSlam Damage
Diminutive or FineNone+11
TinyNone+11d2
Small10+21d4
Medium20+41d6
Large30+61d8
Huge40+82d6
Gargantuan60+113d6
Colossal80+154d6

Speed: The creature loses any fly speed it formerly possessed. If it had a burrow speed, it keeps its burrow speed but may only burrow in snow and ice.

Armor Class: The creature's natural armor bonus changes to a number based on its size, as shown on the table to the right.

Base Attack: An ice beast's base attack bonus is equal to ¾ it's Hit Dice

Attacks: An ice beast retains all the natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature. A humanoid with no natural attacks gains a slam attack, as shown on the table to the right.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage based on the ice beast's size. If the base creature already had a slam attack, use the ice beast's slam attack only if it is better.

Special Attacks: An ice beast loses all special attacks of the base creature. It gains one (and only one) of the following special attacks, chosen by its maker at the time of its creation:
  • Cold Aura (Su): The ice beast deals 1d6 cold damage to all creatures within 10 feet as a free action at the beginning of its turn each round.
  • Engulf (Su): As a standard action, the ice beast can attempt to engulf a single opponent it threatens. The opponent must be one size smaller than the ice beast, so a Large ice beast can engulf a Medium or smaller creature. The target is entitled to a Reflex save (DC 10 + ½ the ice beast's Hit Dice + the ice beast's Strength modifier) to avoid being engulfed. A creature engulfed by the ice beast is considered to be pinned and trapped inside its body. The engulfed creature takes 2d6 points of cold damage per round on its turn, and may begin to drown (although it can hold its breath). An ice beast can only engulf one victim at a time. To escape, the victim must escape the pine and then escape the grapple by winning grapple checks against the ice beast. The victim can choose to make Escape Artist checks in place of grapple checks. If the ice beast is killed, any engulfed victims are freed.
  • Frigid Touch (Su): The ice beast deals an extra 1d6 points of cold damage with each successful melee attack.
  • Ice Breath (Su): As a standard action, the ice beast can breathe cold. Its breath weapon deals 1d6 points of cold damage per 2 Hit Dice it possesses (minimum 1d6, maximum 10d6) in a 30-foot cone with a Reflex save for half damage (DC 10 + ½ the ice beast's Hit Dice). Once an ice beast uses its ice breath, it must wait 1d4 rounds before it can use its breath weapon again.

Special Qualities: An ice beast loses all special qualities of the base creature. It gains the following special qualities:
Hit DiceDamage Reduction
1 - 4None
5 - 95/+1
10 - 1910/+1
20+15/+1
  • Cold Subtype (Ex): An ice beast has immunity to cold. It has vulnerability to fire, which means it takes half again as much damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
  • Construct: Immune 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. 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.
  • The ice beast gains damage reduction based on its Hit Dice, as shown on the table to the right.
If the base creature already has one or more of these special qualities, use the better value. If an ice beast gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Base save bonuses are Fortitude +⅓ Hit Dice, Reflex +⅓ Hit Dice, and Will +⅓ Hit Dice.
Abilities: An ice beast has no Constitution or Intelligence score. Its Wisdom changes to 10, and its Charisma changes to 1.
Skills: An ice beast has no skills.
Feats: An ice beast loses all feats except those that improve its attacks, such as Improved Natural Attack, Multiattack, or Weapon Finesse.
Climate/Terrain: Any, usually the same as the base creature.
Organization: Any.
Challenge Rating: An ice beast's Challenge Rating is 1 plus ½ its Hit Dice.

Treasure: None.
Alignment: Always neutral.
Advancement: Same as the base creature ( or "-" if the creature advances by character class).
Level Adjustment: -.

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