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.