Andrew D. Gable
First Post
Malekin (Iron Whipmaster)
Medium Construct
Hit Dice: 10d10+20 (75 hp)
Initiative: +0
Speed: 30 ft.
AC: 30 (+20 natural), touch 10, flat-footed 30
Base Attack/Grapple: +7/+18 grapple
Attacks: Slam +18 melee (1d8+11) or whip +18 melee (1d4+13)
Full Attack: 2 slams +18 melee (2d8+11) or 2 whips +18 melee (2d4+15)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scourgecrown, flurry of lashes
Special Qualities: Construct traits, DR 15/holy adamantine, darkvision 60 ft., immunity to magic, low-light vision, mechanical whipmaster
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 33 , Dex 11, Con --, Int 2, Wis 11, Cha 1
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral evil
With the sound of working pistons and clanking metal, one of Lord Vapula’s many creations - the malekin, or iron whipmaster - makes its appearance. The malekin are assigned as overseers to the vast numbers of lost souls damned to toil in the factories and furnaces of Lykarnon for eternity and see to it that the infernal machines are kept in constant motion. It is rumored that although the malekin’s metal body is created in one of the realm’s hellish factories, the hulk is actually animated via the bound spirit of a pit fiend or possibly by the wholesale slaughter and harvest of a number of damned souls. A malekin is given a modicum of intelligence to assist it in doing its job more thoroughly, though not enough to pose a threat to Vapula’s throne.
The malekin superficially resembles an iron golem, though it rather conspicuously lacks a head. A small glass window on the thing’s chest reveals a leering, demonic visage and nine iron-tipped nodules are arranged in a ring in place of a head. It has two humanoid arms. When punishing a slave, an iron whip snakes out from under its hand, and it lashes the shade with this. On occasion, Vapula gifts a mortal cultist with one or more of these monstrosities.
Flurry of Lashes (Ex): Once every three rounds, a malekin with both arm-lashes extended can make a number of blows with the whips (+18/+15/+12/+9/+6/+3).
Scourgecrown (Ex): When punishing a slave for a particularly grievous offense, a malekin activates its Scourgecrown, the ring of nodules around its "head". A number of scourges snake out, and the crown begins to rotate. The whirling scourges create a dangerous zone around the construct, and all combatants within 15 feet of the malekin take a -2 penalty to AC. If the Scourgecrown is activated at the same time the flurry of lashes attack is used, the AC penalty increases to -4. If anyone is struck by the Scourgecrown, they take 9d4+29 damage (Reflex save DC 20 to avoid the damage).
Immunity to Magic (Ex): Malekin are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows a malekin (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the malekin and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the malekin to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a malekin hit by a fireball gains back 6 hit points if the damage total is 18 points. It gets no saving throw against fire effects. Malekin are affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Mechanical Whipmaster (Ex): The malekin is extremely proficient in the use of its whips (it is, after all, a machine) and as such its threat range is increased to 15 feet. Note that this effect only applies when its lashes are extended, and/or its Scourgecrown is activated.
=================
There ya go! A new creation of mine, based on the iron golem and nastified. Also based on a robot model I created for my (never-materialized) Mutants and Masterminds game. I forget if I had posted Vapula: if not, lemme know and I'll post him.
Medium Construct
Hit Dice: 10d10+20 (75 hp)
Initiative: +0
Speed: 30 ft.
AC: 30 (+20 natural), touch 10, flat-footed 30
Base Attack/Grapple: +7/+18 grapple
Attacks: Slam +18 melee (1d8+11) or whip +18 melee (1d4+13)
Full Attack: 2 slams +18 melee (2d8+11) or 2 whips +18 melee (2d4+15)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scourgecrown, flurry of lashes
Special Qualities: Construct traits, DR 15/holy adamantine, darkvision 60 ft., immunity to magic, low-light vision, mechanical whipmaster
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 33 , Dex 11, Con --, Int 2, Wis 11, Cha 1
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral evil
With the sound of working pistons and clanking metal, one of Lord Vapula’s many creations - the malekin, or iron whipmaster - makes its appearance. The malekin are assigned as overseers to the vast numbers of lost souls damned to toil in the factories and furnaces of Lykarnon for eternity and see to it that the infernal machines are kept in constant motion. It is rumored that although the malekin’s metal body is created in one of the realm’s hellish factories, the hulk is actually animated via the bound spirit of a pit fiend or possibly by the wholesale slaughter and harvest of a number of damned souls. A malekin is given a modicum of intelligence to assist it in doing its job more thoroughly, though not enough to pose a threat to Vapula’s throne.
The malekin superficially resembles an iron golem, though it rather conspicuously lacks a head. A small glass window on the thing’s chest reveals a leering, demonic visage and nine iron-tipped nodules are arranged in a ring in place of a head. It has two humanoid arms. When punishing a slave, an iron whip snakes out from under its hand, and it lashes the shade with this. On occasion, Vapula gifts a mortal cultist with one or more of these monstrosities.
Flurry of Lashes (Ex): Once every three rounds, a malekin with both arm-lashes extended can make a number of blows with the whips (+18/+15/+12/+9/+6/+3).
Scourgecrown (Ex): When punishing a slave for a particularly grievous offense, a malekin activates its Scourgecrown, the ring of nodules around its "head". A number of scourges snake out, and the crown begins to rotate. The whirling scourges create a dangerous zone around the construct, and all combatants within 15 feet of the malekin take a -2 penalty to AC. If the Scourgecrown is activated at the same time the flurry of lashes attack is used, the AC penalty increases to -4. If anyone is struck by the Scourgecrown, they take 9d4+29 damage (Reflex save DC 20 to avoid the damage).
Immunity to Magic (Ex): Malekin are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows a malekin (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the malekin and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the malekin to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a malekin hit by a fireball gains back 6 hit points if the damage total is 18 points. It gets no saving throw against fire effects. Malekin are affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Mechanical Whipmaster (Ex): The malekin is extremely proficient in the use of its whips (it is, after all, a machine) and as such its threat range is increased to 15 feet. Note that this effect only applies when its lashes are extended, and/or its Scourgecrown is activated.
=================
There ya go! A new creation of mine, based on the iron golem and nastified. Also based on a robot model I created for my (never-materialized) Mutants and Masterminds game. I forget if I had posted Vapula: if not, lemme know and I'll post him.

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