JiCi's Beastiary [updated January 2nd 2007]

demiurge1138

Inventor of Super-Toast
The finned speeddrake's descriptive text is missing. Also, I doubt you can accurately call anything that moves at 80ft a round "slowly lumber"ing.

Other than that, everything looks pretty good. I'm guessing FC 2 inspired you to make the Hellfire devil?

Demiurge out.
 

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JiCi

First Post
demiurge1138 said:
1- The finned speeddrake's descriptive text is missing. Also, I doubt you can accurately call anything that moves at 80ft a round "slowly lumber"ing.

2- Other than that, everything looks pretty good. I'm guessing FC 2 inspired you to make the Hellfire devil?

Demiurge out.
1- The text has been added, and 80 ft. is just a maximum speed you can go in a move-action; you can actually move much slower if you wish.

2- Yep, dunno why WotC hasn't come up with such a creature.
 

JiCi

First Post
next: a new construct take use light as a weapon and as a fuel.

This metallic creature has a roughly oblong body, with a fused metal ring at one end that serves as a tail. Inside that ring is a bright glowing orb and it radiates light and heat just like the sun. Near the other end protrude four large angel-like wings made out of steel. It has an arrowhead-shaped head with 2 glowing white eyes. Underneath its body are two blocky L-shaped limbs.

Helio-glider CR 12
Usually LN Huge construct
Init +4; Senses: darkvision 60 ft., low-light vision, Listen +17, Spot +17
Languages: Common, Celestial
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AC 24, touch 12, flat-footed 20, Dodge
(-2 size, +12 natural armor, +4 dex)
hp 106 (12 HD)
Immune blind, mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, death from massive damage and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless);
Weakness Darkness
Fort +3, Ref +7, Will +5
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Speed fly 100 ft. (good) (20 squares), Flyby Attack, Shot on the Run
Melee 2 slams +14 (1d8+7)
Ranged touch 2 light beams +11 (5d8* plus blinding)
Space 15 ft.; Reach 10 ft.
Base Atk +9; Grp +24
Attack Actions light beams, Point-Blank Shot, Precise Shot
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Abilities Str 25, Dex 18, Con --, Int 12, Wis 14, Cha 10
SQ Solar orb
Feats Flyby Attack, Dodge, Point-Blank Shot, Mobility, Shot on the Run
Skills Listen +17, Search +16, Spot +17
Advancement 13-20 HD (Huge); 21-28 HD (Gargantuan)
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Light Beams (Su) A helio-glider may fire two beams of light as a standard action. Each beam is treated as the searing light spell in term of damage of specific creatures. Thus, living creatures take 5d8 points of damage, undead creatures take 10d6 points of damage, light-vulnerable undead creatures take 10d8 points of damage and constructs and objects take 5d6 points of damage. The beams have a range of 200 feet, with no range increment.
Solar Orb (Ex) A solar orb is a glass ball filled with pure sunlight and provides life to a helio-glider. The orb casts a daylight spell as a 60-foot radius of bright illumination and a 60-foot radius of dim illumination and it temporarily negates magical darkness.
Covering the solar orb does not affect the helio-glider, but casting a spell with the darkness descriptor directly on the orb forces the glider to make a Fortitude save (equal to the spell DC) or be rendered motionless (treat this condition as helpless) for the duration of the spell (instantaneous effects dissipate in 1 round).
When night falls or when the sun get hidden by clouds or other means, the solar orb’s power slowly fades away. The helio-glider can survives for 1 hour per 2 HD without direct sunlight before falling motionless.

The helio-glider is an intelligent construct said to be created by an ancient civilisation living on floating islands, close to the sun. Built for scouting and defense missions, these automatons are said to be excellent fighters and guards, and they are renown for their deadly beams from their majestic wings, as well as their mystical orb that conserve solar energy.

Strategies and Tactics
Helio-gliders excel in dogfights. They pursuit aerial opponents for miles while shooting them until they go down. When confronted against ground foes, it makes strafing runs as well as hit-and-run tactics. If ever grounded by magic or other means, it batters its opponents with its limbs and shoots far-off foes. The helio-glider tries to fight in brightly illuminated areas; they are conscious enough that without light or the sun, they become powerless.

Ecology
Being artificial creatures, helio-gliders do not have an origin of their own. They are made for special materials and shaped into huge vessels of the sun. However, helio-gliders are little more intelligent than humans, unlike other constructs, and their minds are similar to soldiers, in terms on companionship. They develop formations and complex fighting tactics. They show great respect to their creators as well as those who they serve.
Environment
Helio-gliders live in the same place as their creators, yet they prefer open skies.
Typical Physical Characteristics
The helio-glider has an oblong-shaped body, about 20 feet long and with a 10 foot diameter. Its ring-shaped tail has a 5 foot radius and the ring merges with the rest of the body at about three-quarter of its length. Inside the ring floats a glass orb containing a brilliant light. The glider’s head is shaped like an arrowhead and two glowing yellow orbs act as the construct’s eyes. Near its head are deployed four dove wings made out of metal, and the wing joints have small orbs containing sunlight, used when shooting its light beams. The helio-glider possesses two L-shaped legs underneath its body, which it uses to slam foes or rest. The glider weighs about 3 tons.
Alignment
Helio-gliders are made to obey orders, so most units are Lawful Neutral. Some gliders wander away from their squadron to strike on their own. Most of these outcasts remain Lawful, with no real interest in good or evil ethics.

For Player Characters
The method of constructing a helio-glider is rather ancient, but modern prototypes have been successfully built by artificers and wizards. A helio-glider’s body is sculpted from 3,000 pounds of pure steel, prepared with alchemical liquids costing at leasting 7,500 gp. Assembling the body requires a DC 18 Craft (Armorsmithing/Weaponsmithing) check. It also take 300 pounds of glass to create the orbs and it takes a DC 18 Craft (Glassblowing) check.

CL 14th; Craft Construct, fly, searing light, daylight; Price 120,000 gp; Cost 64,000 gp + 4,000 XP.
 

JiCi

First Post
next: a new siege engine construct for you

This massive steel tortoise-like automaton has a huge barrel sit on its back. It walks slowly toward you, stomping with its large legs and staring at you with its cold, lifeless eyes. The barrel starts to light up and in an instant, a large beam of arcane energy blasts forward, destroying everything in its path.

Arcane Bombard CR 15
Usually N Huge construct
Init +4; Senses: darkvision 60 ft., Listen +1, Spot +1
Languages: understands its creator’s orders
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AC 26, touch 6, flat-footed 26
(-2 size, -2 size, +30 natural armor)
hp 106 (15 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, death from massive damage and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless);
DR 10/adamantine
SR 30
Fort +5, Ref +3, Will +6
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Speed 20 ft. (4 squares)
Melee bite +19 (3d6+16)
Space 15 ft.; Reach 10 ft.
Base Atk +10; Grp +29
Special Actions Arcane Beam, Arcane Orb
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Abilities Str 32, Dex 6, Con --, Int --, Wis 12, Cha 1
SQ Spell Absorption
Feats --
Skills --
Advancement 16-25 HD (Huge); 26-40 HD (Gargantuan)
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Arcane Beam (Su) Once every 3 rounds, the arcane bombard can shoot a beam of pure arcane energy from its barrel. The beam deals 15d6 points of damage to everything in a 150-foot line. The damage is pure magical energy, thus it is not subject to immunity or resistance. A Reflex DC 19 save halves the damage. The save is Constitution-based and includes a +2 racial bonus.
The damage increases by 1d6 per 2 additional HD the arcane bombard gains, and the line of effect increases by 10 feet per each additional HD.
Arcane Orb (Su) Once every 3 rounds, the arcane bombard can launch a orb-like projectile of pure arcane energy from its barrel at any point within a 150 feet of its position. The orb deals 15d6 points of damage to everything in a 20-foot radius. The damage is pure magical energy, thus it is not subject to immunity or resistance. A Reflex DC 19 save halves the damage. The save is Constitution-based and includes a +2 racial bonus.
The damage increases by 1d6 per 2 additional HD the arcane bombard gains.
Spell Absorption (Ex) The arcane bombard can absorb upcoming spells into its cannon, further increasing its power. Any spell that fails to bypass the arcane bombard’s spell resistance gets absorbed into its cannon, adding 1d6 of damage per spell level to the next arcane beam.

The arcane bombard is a massive construct that can release powerful beams from a bell-shaped barrel. They are built for war, to act as magical siege engines against walls and soldier formations. Built from a tortoise model, arcane bombards walk slowly through the battlefield, firing their cannons when ready, and then biting nearby harassing foes around it. Their armor is almost impenetrable and this construct can even suck up spells to further enhance its blast.

Strategies and Tactics
As mindless creatures, they do what their masters tell them. These commands can be resume at most like walking or standing still and releasing its arcane beam regularly. If faced against nearby foes, it bites them with its tortoise-like head and beak.

Ecology
As artificial creatures, arcane bombards do not have a life of its own. It does not breathe, nor eat or sleep. It merely follows its creator’s orders.
Environment
Arcane bombards can be found in any environment.
Typical Physical Characteristics
An arcane bombard looks like a huge metallic tortoise. Its has the legs, head, tail and shell of a tortoise. There is a huge barrel sitting on the creature’s back, and then it is merged with the shell. The arcane bombard alone has a height of 20 feet, but with the barrel, it grows up to 30 feet. The barrel has a 10-foot diameter and has a 15-foot length, thus the same of the tortoise part. It weighs over 30 tons.
Alignment
Arcane bombards follow orders, regardless of their creators. They have a neutral alignment.

For Player Characters
An arcane bombard’s body is sculpted from 20,000 pounds of pure steel, prepared with alchemical liquids costing at leasting 20,000 gp. Assembling the body requires a DC 20 Craft (Armorsmithing/Weaponsmithing) check. It also take an additional 10,000 pounds of that same pure steel to create the barrel and it takes a DC 18 Craft (Armorsmithing/Weaponsmithing) check.

CL 15th; Craft Construct, disintegrate, globe of invulnerability: Price 125,000 gp; Cost 70,000 gp + 5,000 XP.
 

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