Magens

Gez

First Post
One little note on skills and feats: I've tried to make them revision-friendly. We know now through SaSp that 3.5 will unify class HD and race HD (a good idea IMO), so skills and feats are applied differently. Most notably, I think constructs will now get skills (2+Int mod) and feats if they are intelligent, which will allow them to perform things beyond attacking and making saving throws.

If not, however, I'll just say that skills and feats are a special magen trait... ;)

Magens
Magens, or gens magica, loretongue words for "magical folk", are arcane constructs, created by skilled wizards; sometimes for training purpose before trying to create greater constructs like golems. They are however quite different from golems, and may fill their own roles.

Magens look much more like living creatures than like constructs thanks to the supple material they are built in. They are normally molded into humanoid shape, either esthetic and graceful or bestial and fearsome, depending whether they're intended to be servants or guards. They have a smooth, hairless, grayish white body, that is frequently painted and decorated to further its normal-humanoid-looking appearance. Their skin is warm and smooth like actual skin.

While intelligent, and able to take decisions by itself if trained to, a magen has no free will and feel no emotions. They obey blindly to their creator, and often gone rogue and insane at their creator's death.

When destroyed, a magen melt into a puddle of fluid greyish blue paste. Only a wish or miracle may revive a destroyed magen.

Magen Trait (Ex): All magens are healed by lightning energy.

Magens comes from Mystara. I based this conversion on the Mystara MC Appendix. Once I'm finished posting the 4 types (demos, caldron, galvan, and hypnos), I'll post their creation recipe.
 
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Demos

Demos
Medium-Size Construct
Hit Dice: 3d10 (16 hp)
Initiative: +1
Speed: 30 ft. (run 150 ft.)
AC: 18 (+1 Dex, +3 natural, +4 chain shirt)
-Touch: 11
-Flat Footed: 17
Base Attack: +2
-Grapple: +3 (1d6+1)
-Attack: Longsword +3 (1d8+1, 19-20 x2), or longbow +3 (1d8, x3)
-Full Attack: Longsword +3 (1d8+1, 19-20 x2), or longbow +3 (1d8, x3)
Face/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 13, Dex 12, Con -, Int 11, Wis 10, Cha 7
Skills: Listen +8, Spot +8
Feats: Alertness, Run
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Climate and Terrain: Any land and underground
Organization: Solitary or with creator (at least 12th-level wizard)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: By character class

Demos are the simplest magens. They are usually equipped with armor and weapons to compensate their weakness in combat. They are used as servant or bodyguards.

Combat

Demos attack in a straightforward way, and to the death if needed. Like all magens, they will always protect their creator if he or she is involved in the combat.
 
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Caldron

Caldron
Medium-Size Construct
Hit Dice: 4d10 (22 hp)
Initiative: +6 (+2 Dex, +4 feat)
Speed: 60 ft.
AC: 15 (+2 Dex, +3 natural)
-Touch: 12
-Flat Footed: 13
Base Attack: +3
-Grapple: +5 (1d6+2 +1d10 acid)
-Attack: Slam +5 (1d6+2)
-Full Attack: Slam +5 (1d6+2)
Face/Reach: 5 ft./20 ft.
Special Attacks: Improved grab, acid
Special Qualities: Constructs traits
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 15, Dex 14, Con -, Int 11, Wis 10, Cha 9
Skills: Climb +17, Jump +17
Feats: Combat Reflexes, Improved Initiative, Improved Trip (B)
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Climate and Terrain: Any land and underground
Organization: Solitary or with creator (at least 12th-level wizard)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: By character class

Caldrons are more sophisticated constructs. Their arms and legs may be stretched up to 20 ft. away, allowing them to fight targets far away, grapple opponents easily, and reach places that wouldn't be accessible otherwise. They are also capable of secreting a dangerous acid.

Combat

Caldrons make good use of their impressive reach to attack opponents while staying out of range of melee retribution. They will use their attacks of opportunity to perform trip attack or grapple attempts so as to prevent opponents from reaching them.

Improved Grab: If a caldron hits an opponent of up to one size larger than itself, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +5). The caldron has the option to conduct the grapple normally, or simply use its long arm to hold the opponent (-20 penalty on grapple check, but the caldron is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Acid: Caldrons may secrete an acid that will inflict 1d10 points of damage each round to a grappled (or grappling) creature. This is in addition to normal grapple damage.

Skills: Caldrons get a +8 racial bonus to climb and jump from their stretchable arms and legs.
 

Galvan

Galvan
Medium-Size Construct
Hit Dice: 5d10 (27 hp)
Initiative: +6 (+2 Dex, +4 feat)
Speed: 40 ft.
AC: 17 (+2 Dex, +5 natural)
-Touch: 12
-Flat Footed: 15
Base Attack: +3
-Grapple: +5 (1d6+2)
-Attack: Slam +5 (1d6+2)
-Full Attack: Slam +5 (1d6+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Spell-like ability
Special Qualities: Construct traits
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con -, Int 11, Wis 10, Cha 9
Skills: Listen +8, Spot +8
Feats: Improved Initiative, Lightning Reflexes
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Climate and Terrain: Any land and underground
Organization: Solitary or with creator (at least 12th-level wizard)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: By character class

Galvans are fast and agile, and they may store electrical energy in their body to unleash at their foes.

Combat
Galvans will use one or more of their lightning bolts to soften opposition before going in melee.

Spell-like Ability: 3/day -- lightning bolt. Caster level 5, save DC 13.
 
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Hypnos

Hypnos
Medium-Size Construct
Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: 30 ft.
AC: 16 (+3 Dex, +3 natural)
-Touch: 13
-Flat Footed: 13
Base Attack: +1
-Grapple: +1 (1d4)
-Attack: Dagger +1 (1d4, 19-20 x2)
-Full Attack: Dagger +1 (1d4, 19-20 x2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Spells, spell-like ability
Special Qualities: Construct traits
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 10, Dex 16, Con -, Int 11, Wis 10, Cha 15
Skills: Diplomacy +7, Heal +5
Feats: Spell Focus: Enchantment
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Climate and Terrain: Any land and underground
Organization: Solitary or with creator (at least 12th-level wizard)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: By character class

Combat
Hypnos magens shun physical combat and try to use their enchantments and suggestions to avoid the fight.

Spells: Hypnos magens cast sorcerer spells as a 2nd-level sorcerer. The DC to resist these spells is 14 + spell level. The typical spell list is daze, flare, light, mage hand, prestidigitation for cantrips and hypnotism and sleep for 1st-level spells.

Spell-like ability: At will -- charm person; 3/day -- suggestion. Their spell focus feat apply to these spell-like ability. Caster level 6, save DC 14 + spell level.
 
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Construction

Construction

All magens require the Craft Wondrous Item feat and the spells domination, fabricate, lightning bolt, stone to flesh, and transmute mud to rock to be created. Caldron, galvan and hypnos require other specific spells in addition.
Creating a caldron requires enlage and melf's acid arrows.
Creating a galvan requires shocking grasp and an additional lightning bolt
Creating a hypnose requires charm person, prestidigitation, and suggestion.

Market Price:
Demos: 20 000 GP
Caldron: 25 000 GP
Galvan: 30 000 GP
Hypnos: 25 000 GP

Attached: Pic of a galvan from TSR2501 Mystara Monstrous Compendium Appendix. Copyright 1994 TSR/WotC.
 





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