Mortis
First Post
Lets make a start.
Mek
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: +1
Speed: XX ft. (X squares)
Armor Class: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: +8/+22
Attack: Slam +17 melee (5d6+10)
Full Attack: 2 slams +17 melee (5d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 30, Dex 12, Con --, Int --, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: XX
Treasure: None
Alignment: Always neutral
Advancement: 12-14 HD (Large), 15-16 HD (Huge)
Level Adjustment: --
Breath Weapon (Su): 10-foot cube, cloud of paralyzing gas lasting 2d4 rounds, free action once every 1d4+1 rounds; Creatures within a cone of paralyzing gas must succeed on a Fortitude save (DC 15) or be paralyzed for 1d6 rounds. The save DC is Constitution-based.
Immunity to Magic (Ex): A mek is 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 cold damage slows a mek (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the mek 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 mek to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mek hit by a fireball gains back 6 hit points if the damage total is 18 points. A mek gets no saving throw against fire effects.
A mek is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Does that look ok so far?
Regards
Mortis
Mek
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: +1
Speed: XX ft. (X squares)
Armor Class: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: +8/+22
Attack: Slam +17 melee (5d6+10)
Full Attack: 2 slams +17 melee (5d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 30, Dex 12, Con --, Int --, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: XX
Treasure: None
Alignment: Always neutral
Advancement: 12-14 HD (Large), 15-16 HD (Huge)
Level Adjustment: --
Breath Weapon (Su): 10-foot cube, cloud of paralyzing gas lasting 2d4 rounds, free action once every 1d4+1 rounds; Creatures within a cone of paralyzing gas must succeed on a Fortitude save (DC 15) or be paralyzed for 1d6 rounds. The save DC is Constitution-based.
Immunity to Magic (Ex): A mek is 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 cold damage slows a mek (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the mek 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 mek to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mek hit by a fireball gains back 6 hit points if the damage total is 18 points. A mek gets no saving throw against fire effects.
A mek is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Does that look ok so far?
Regards
Mortis
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