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<blockquote data-quote="Arkhandus" data-source="post: 4602483" data-attributes="member: 13966"><p><strong>Aurelian Monsters Preview 1</strong></p><p></p><p>Well, it's later than intended, though still Christmas where I'm at, but here it is. Some Aurelian monsters, mostly constructs for now because I just had them closer to completion already. The others mentioned will be done and posted soon. Also, it looks like I'll have the Justiciar paladin variant posted soon as well.</p><p></p><p>Note that the Challenge Ratings may be a tad off for now as I haven't had a chance to test them yet, and they're based on the abilities of Aurelian characters, not core rules characters (which are slightly weaker but rely more on magic items). Also, I may need to do one last bit of tweaking to a few monsters at some point, when I finish some other, related rules.</p><p></p><p>Note that these basic creature statistics by size and creature type differ somewhat from the original stats printed in the books. Aurelian creatures differ somewhat in part to balance out with the increased power of the base classes in my houserules, such as the various added benefits that Aurelian Fighters get compared to core-rules Fighters.</p><p>[code][B][I]Standard Size-Based Stats[/I]</p><p>[U]Size Category Str Dex Con NatArm AC/Atk Grap Hide Speed[/U][/B]</p><p>Fine 2 18 6 +0 +8 -10 +20 5 ft.</p><p>Diminutive 4 16 8 +0 +4 -6 +12 10 ft.</p><p>Tiny 6 14 8 +0 +2 -4 +6 15 ft.</p><p>Small 8 12 10 +0 +1 -2 +2 20 ft.</p><p>Medium 10 10 10 +0 +0 +0 +0 30 ft.</p><p>Large 14 8 12 +2 -1 +2 -2 40 ft.</p><p>Huge 20 6 16 +5 -2 +4 -6 50 ft.</p><p>Gargantuan 28 6 22 +9 -4 +6 -12 60 ft.</p><p>Colossal 36 4 28 +15 -8 +10 -20 70 ft.</p><p></p><p>[B][I]Creature Sizes And Common Statistics[/I]</p><p>[U]Size Category Dimensions * Typical Weight ** Face *** Base Reach ****[/U][/B]</p><p>Fine 6 in. or less 1/8th lb. or less 6 in. by 6 in. 0 ft.</p><p>Diminutive 6 in. to 1 ft. 1/8th lb. to 1 lb. 1 ft. by 1 ft. 0 ft.</p><p>Tiny 1 ft. to 2 ft. 1 lb. to 8 lbs. 2.5 ft. by 2.5 ft. 0 ft.</p><p>Small 2 ft. to 4 ft. 8 lbs. to 60 lbs. 5 ft. by 5 ft. 5 ft.</p><p>Medium 4 ft. to 8 ft. 60 lbs. to 500 lbs. 5 ft. by 5 ft. 5 ft.</p><p>Large 8 ft. to 16 ft. 500 lbs. to 4,000 lbs. 5 ft. by 5 ft. 5 ft.</p><p>Huge 16 ft. to 32 ft. 4,000 lbs. to 32,000 lbs. 10 ft. by 10 ft. 10 ft.</p><p>Gargantuan 32 ft. to 64 ft. 32,000 lbs. to 250,000 lbs. 10 ft. by 10 ft. 10 ft.</p><p>Colossal 64 ft. or more 250,000 lbs. or more 10 ft. by 10 ft. 15 ft.</p><p>[I]* Biped's height or nonbiped's body length (from nose to tail or the equivalent).</p><p>** This measurement is based on the assumption of a fairly standard body density, like that of most animals</p><p>and people. Stone or metal creatures are likely to weigh between two and ten times more, while gaseous</p><p>creatures weigh between one-twentieth and one-hundredth as much. Creatures of a liquid or semisolid</p><p>form, such as many Oozes and some Elementals, such as fire or water elementals, typically weigh between</p><p>half and one-tenth as much.</p><p>*** This is the typical width and length of the creature's fighting space, based on that of a bipedal</p><p>humanoid form. Nonbipedal creatures typically have a larger fighting space, twice as long for quadrupeds,</p><p>or four times as long for serpentine creatures. Quadrupeds of Large size or greater sometimes have a wider</p><p>fighting space as well, twice as wide as normal for bipeds. A serpentine creature, such as a snake, worm,</p><p>or giant centipede, usually occupies a fighting space 50% larger than a biped while coiled into a ball or circle.</p><p>**** This is the standard reach for melee attacks by creatures of the listed size category. Some monsters</p><p>have greater natural reach than this, as indicated in their entries. Bipedal creatures of Large size or greater</p><p>have an additional 5 feet of natural reach beyond that listed in this table, unless indicated otherwise</p><p>in each such creature's entry.[/I]</p><p></p><p>[B][I]Size Increases (Incremental)[/I]</p><p></p><p>[U]Old Damage (Each) New Damage[/U][/B]</p><p>1 1d2</p><p>1d2 1d3</p><p>1d3 1d4</p><p>1d4 1d6</p><p>1d6 1d8</p><p>1d8 1d10</p><p>1d10 2d6</p><p>1d12 2d8</p><p>1d20 3d8</p><p></p><p>[B][U]Old Size New Size Str Dex Con NatArm AC/Atk Grap Hide[/U][/B]</p><p>Fine Diminutive +2 -2 +2 Same -4 +4 -8</p><p>Diminutive Tiny +2 -2 Same Same -2 +2 -6</p><p>Tiny Small +2 -2 +2 Same -1 +2 -4</p><p>Small Medium +2 -2 Same Same -1 +2 -2</p><p>Medium Large +4 -2 +2 +2 -1 +2 -2</p><p>Large Huge +6 -2 +4 +3 -1 +2 -4</p><p>Huge Gargantuan +8 Same +6 +4 -2 +2 -6</p><p>Gargantuan Colossal +8 Same +6 +6 -4 +4 -8</p><p></p><p>[B][U]Old Size New Size Face * Non-Biped's Natural Reach Biped's Natural Reach[/U][/B]</p><p>Fine Diminutive +50% +0 ft. +0 ft.</p><p>Diminutive Tiny +50% +0 ft. +0 ft.</p><p>Tiny Small +50% +5 ft. +5 ft.</p><p>Small Medium +50% +0 ft. +0 ft.</p><p>Medium Large +50% +0 ft. +5 ft.</p><p>Large Huge +50% +5 ft. +5 ft.</p><p>Huge Gargantuan +50% +0 ft. +0 ft.</p><p>Gargantuan Colossal +50% +5 ft. +5 ft.</p><p>[I]* Rounded up to the nearest 5 feet if the creature's previous fighting space dimension was at least 2 feet.[/I]</p><p></p><p>[B][I]Creature Type Statistics[/I]</p><p>[U]Creature Type HD BAB High Saves Skill Points Feats[/U][/B]</p><p>Aberration d8 = HD Will 3x Int score, +2/EHD 1, +1/4 EHD</p><p>Animal d8 3/4 HD Fort or Ref 10 to 15 None</p><p>Beast d10 3/4 HD Fort+Ref 2x Int score, +1/EHD None</p><p>Construct d10 3/4 HD None None None</p><p>Dragon d12 = HD Fort+Ref+Will HDx(6 + Int mod), +1/EHD 1, +1/4 EHD</p><p>Elemental d12 3/4 HD Fort or Ref 2x Int score, +2/EHD 1, +1/4 EHD</p><p>Fey d6 1/2 HD Ref+Will 3x Int score, +3/EHD 1, +1/4 EHD</p><p>Giant d10 3/4 HD Fort 8 + Int mod, +1/EHD 1, +1/4 EHD</p><p>Humanoid d8 3/4 HD Any One 8 + Int mod, +2/EHD 1, +1/4 EHD</p><p>Magical Beast d8 = HD Fort+Will 3x Int score, +1/EHD 1, +1/4 EHD</p><p>Monstrous Humanoid d8 = HD Ref 2x Int score, +2/EHD 1, +1/4 EHD</p><p>Ooze d10 3/4 HD None None None</p><p>Outsider d8 = HD Fort+Ref+Will HDx(8 + Int mod), +2/EHD 1, +1/4 EHD</p><p>Plant d6 3/4 HD Fort None None</p><p>Shapechanger d8 = HD Fort+Ref+Will 3x Int score, +1/EHD 1, +1/4 EHD</p><p>Undead d12 1/2 HD Will 3x Int score, +2/EHD 1, +1/4 EHD</p><p>Vermin d6 3/4 HD Fort 10 to 12 None[/code]</p><p>EHD (Extra Hit Dice) = HD-1 for Medium-size or smaller, HD-2 for Large, HD-4 for Huge, HD-16 for Gargantuan, or HD-32 for Colossal creatures.</p><p></p><p></p><p></p><p><strong>Adamant Eviscerators</strong></p><p>----------------------------------------------</p><p><strong>Adamant Eviscerator</strong></p><p><u>Medium Construct</u></p><p><em>Hit Dice:</em> 10d10 (55 hp)</p><p><em>Initiative:</em> +6 (+6 Dex)</p><p><em>Speed:</em> 70 ft. (cannot run or charge)</p><p><em>AC:</em> 30 (+6 Dex, +10 natural armor, +4 mage armor)</p><p><em>Attacks:</em> 2 arm blades +9 melee, 2 slams +4 melee; or sonic ray +11 ranged touch</p><p><em>Damage:</em> Arm blade 1d6+4 and wounding, slam 1d8+4, sonic ray 5d6 sonic</p><p><em>Face/Reach:</em> 5 ft. by 5 ft./5 ft.</p><p><em>Special Attacks:</em> Augmented criticals, sonic ray, spring slice, wounding</p><p><em>Special Qualities:</em> Acid immunity, construct traits, corrosion immunity, darkvision 60 ft., DR 20/+2, <em>mage armor</em>, sonic resistance 20, SR 15</p><p><em>Saving Throws:</em> Fortitude +3, Reflex +9, Will +3</p><p><em>Abilities:</em> Strength 19, Dexterity 22, Constitution --, Intelligence --, Wisdom 10, Charisma 1</p><p><em>Feats:</em> Spring Attack</p><p></p><p><em>Climate/Environment:</em> Any land, aquatic, or underground</p><p><em>Organization:</em> Solitary or brace (2-5)</p><p><em>Challenge Rating:</em> 9</p><p><em>Treasure:</em> None</p><p><em>Alignment:</em> Always neutral</p><p><em>Advancement:</em> None</p><p></p><p>----------------------------------------------</p><p>These constructs resemble men in excessively-articulated full-plate armor, with a pair of bladed arms in addition to a set of normal arms. Adamant eviscerators are dangerous constructs built entirely of gleaming adamantine, made for slaughter on the battlefield or ruthless defense of a mage's property, sometimes even used as bodyguards for traveling mages. While not nearly as powerful and durable as full-fledged adamantine golems, the adamant eviscerators are quick, light, and comparatively cheap to build. They move with surprising agility, cutting a swath through enemy forces and hammering them into the ground, shrugging off many kinds of attack while emitting strange, rumbling bellows like a giant brass instrument, blasting enemies with sound.</p><p></p><p>An adamant eviscerator stands between 5 and 7 feet tall, and is 2 to 3 feet wide, with two humanoid arms sprouting from both the left side and right side of their torso, the upper pair ending in serrated sword-blades instead of hands. Their legs end in four splayed toes instead of the boots an armored knight would wear, giving the construct good footing on uneven terrain, loose sand, or mud. The head is a closed helm like a knight's, on an articulated neck of adamantine plates. An adamant eviscerator is hollow, crafted from thin pieces of the super-durable metal called adamantine, weighing a total of 70 pounds. Somewhere on an adamant eviscerator's head or torso lies the visible <em>Arcane Mark</em> of its creator, a sign of its origin. Destroyed adamant eviscerators shake violently and break down into inert dust, disintegrated by the uncontrolled acid and sonic magic they were infused with.</p><p></p><p><u><strong>COMBAT</strong></u></p><p>As mindless constructs, the adamant eviscerators are unable to devise tactics and just fight in a straightforward manner. They approach or charge an opponent if within a short enough distance, and begin hacking away with their arm blades, then pound enemies with the fists of their extra arms. The arm blades deal piercing and slashing damage, while the slamming arms deal bludgeoning damage. If multiple opponents are within reach, they will attack as many foes as possible each round. Against flying or otherwise-hard to-reach opponents, they unleash sonic rays to pummel the distant targets.</p><p></p><p>Although they have the ability to run past opponents while attacking with arm blades, limiting the barrages of enemy melee attacks, adamant eviscerators only use this capability when it fits the commands of their controller. Adamant eviscerators attack anything that attacks them first, and do not cease pursuit until commanded to by their controllers. Otherwise, they only attack when commanded to do so.</p><p></p><p><strong>Augmented Criticals:</strong> The arm blades of an adamant eviscerator threaten a critical hit on a natural attack roll of 18, 19, or 20 (in other words their threat range is 18-20).</p><p></p><p><strong>Sonic Ray (Su):</strong> Built with an infusion of sonic magic, adamant eviscerators can project small beams of concentrated sound from their mouth. When fighting enemies they cannot reach in one round, adamant eviscerators will use their Sonic Ray until able to engage the enemy in melee. They cannot use Sonic Ray more than once every three rounds. It has an effective range of 300 feet and deals 5d6 points of sonic damage to one target, but requires a successful ranged touch attack to hit.</p><p></p><p><strong>Spring Slice:</strong> Adamant eviscerators can make both arm blade attacks when using the Spring Attack feat, instead of just a single such attack. If two opponents are within reach at the time, they will strike each with a different arm blade when doing this, unless it goes against their controller's command.</p><p></p><p><strong>Wounding (Ex):</strong> The wickedly serrated blades of an adamant eviscerators upper arms cause wounds that bleed much worse than normal. Each successful hit made by the construct's arm blades causes the victim to bleed as though from a Wounding magic weapon.</p><p></p><p><strong><u>ADAMANT EVISCERATOR TRAITS</u></strong></p><p><strong>Acid Immunity (Ex):</strong> Adamant eviscerators suffer no damage or other effects from acid.</p><p></p><p><strong>Bonus Feat:</strong> Adamant eviscerators receive the Spring Attack feat as a bonus feat from their design.</p><p></p><p><strong>Corrosion Immunity (Ex):</strong> An adamant eviscerator is immune to rust and other corrosion, including temporal effects that corrode materials or harm creatures through accelerated aging.</p><p></p><p><strong>Damage Reduction (Ex):</strong> Adamant eviscerators possess Damage Reduction of 20/+2, so they ignore the first 20 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, and attacks with a +2 or higher enhancement bonus. Magical or psionic effects that deal bludgeoning, piercing, or slashing damage are still impeded by Damage Reduction if they do not have an enhancement of +2 or higher.</p><p></p><p><strong>Darkvision (Ex):</strong> Adamant eviscerators may see perfectly well in darkness, out to a distance of 60 feet. Darkvision is black and white only, but details can be discerned with only minor distortion. Darkvision does not function in magical or psionic darkness.</p><p></p><p><strong><em>Mage Armor</em> (Sp):</strong> An adamant eviscerator is imbued with the <em>Mage Armor</em> spell, allowing them to use it upon themselves as a spell-like ability at will. This functions as per the spell cast by a 10th-level sorcerer, and adamant eviscerators activate the ability once every ten hours. They will also activate it if commanded to do so by their controller.</p><p></p><p><strong>Sonic Resistance (Ex):</strong> The construct's attunement to sonic energy makes it especially resistant to harsh vibrations. Thus it has Sonic Resistance 20, meaning that it ignores the first 20 points of sonic damage dealt to it each round.</p><p></p><p><strong>Spell Resistance (Su):</strong> While not as magic-resistant as golems, adamant eviscerators still possess a supernatural girding against other magical forces. Adamant eviscerators have Spell Resistance of 15, so spells and spell-like abilities (excluding their own <em>Mage Armor</em> ability) fail to affect an adamant eviscerator unless the spellcaster succeeds at a DC 15 caster level check (1d20 + caster level) for each such spell or ability. The adamant eviscerator's controller may command it to lower its Spell Resistance for any length of time they declare.</p><p></p><p><u><strong>CREATING AN ADAMANT EVISCERATOR</strong></u></p><p>To create an adamant eviscerator, you must have the Craft Construct item creation feat, a caster level of 10th or higher, 10 or more ranks in the Craft (Armorsmithing) skill, 10 or more ranks in the Craft (Metalworking) skill, and the ability to cast (or use as spell-like abilities) the spells <em>Arcane Mark</em>, <em>Mage Armor</em>, <em>Major Resistance</em>, <em>Protection from Elements</em>, <em>Shout</em>, <em>Summon Monster III</em> (or a higher-level version), and <em>Unseen Servant</em>. Building the body requires at least 70 pounds of adamantine, worth 10,500 gold pieces, plus a forge and artisan's tools for both Craft skills. A DC 20 Craft (Metalworking) check must be made to prepare the metal components with one week of labor. A failed check requires another week of labor to fix the mistake (though it wastes no material).</p><p></p><p>Then DC 20 Craft (Armorsmithing) checks must be made over days or weeks of labor to forge the body, until enough work has been completed in that manner to finish a suit of armor with 12,000 gp market value (what the construct's body is equivalent to). Failed checks for this will cost the craftsmen in raw materials as normal for failed Craft checks. Afterward, a DC 20 Craft (Metalworking) check must be made with one day of labor to finish the construction, and failure requires three days of additional labor and another check to try fixing and finishing the work. Following this, a DC 25 Craft (Metalworking) check and one week of labor is required to forge a suitable control device. This device requires 1 pound of adamantine, costing 150 gold pieces, and several gemstones worth an additional 500 gold pieces. Failing the check wastes that work but not the materials, requiring another week to make another attempt at crafting it. The device (after the ritual) is a magic item with the same caster level as the construct (10th) and so is rather difficult to destroy. It can be crafted in any form, but does not use up a magic item slot if worn.</p><p></p><p>Once the body and control device are completed, the ritual work must begin to empower and animate the construct. This takes one week, spending 8 hours each day on the ritual, which includes casting of all six required spells on each day. The ritual costs 2,000 gold pieces in other expendible reagents, such as incense, candles, ink and crystal dust for ritual circles, monstrous humours and bone chips, and more. Finally, after the seventh day's ritual, the adamant eviscerator is complete, with the binding of a minor earth elemental to animate it. This also attunes the control device to the adamant eviscerator. Whoever holds or wears the control device is considered the controller of that adamant eviscerator, and may command it by voice. If more than one creature is in contact wtih the device at the same time, then the first of them to touch it that time is the controller. There can be only one controller at a time. The construct cannot be further commanded once the device is destroyed, and the device cannot be repaired or replaced.</p><p>----------------------------------------------</p><p></p><p></p><p></p><p><strong>Argent Wasps</strong></p><p>----------------------------------------------</p><p><strong>Argent Wasp</strong></p><p><u>Tiny Construct</u></p><p><em>Hit Dice:</em> 2d10 (11 hp)</p><p><em>Initiative:</em> +5 (+5 Dex)</p><p><em>Speed:</em> 10 ft., fly 100 ft. (perfect), swim 50 ft. (cannot run or charge)</p><p><em>AC:</em> 19 (+2 size, +5 Dex, +2 natural armor)</p><p><em>Attacks:</em> Stinger +8 melee</p><p><em>Damage:</em> Stinger 1d4 and poison</p><p><em>Face/Reach:</em> 2.5 ft. by 2.5 ft./5 ft.</p><p><em>Special Attacks:</em> Poison, shapechanger bane</p><p><em>Special Qualities:</em> Construct traits, darkvision 60 ft., DR 5/+1, shapechanger sense</p><p><em>Saving Throws:</em> Fortitude +0, Reflex +5, Will +0</p><p><em>Abilities:</em> Strength 11, Dexterity 20, Constitution ---, Intelligence ---, Wisdom 10, Charisma 1</p><p><em>Feats:</em> Ability Focus (Poison), Weapon Finesse (Stinger)</p><p></p><p><em>Climate/Environment:</em> Any</p><p><em>Organization:</em> Solitary, cluster (2-5), or swarm (6-24)</p><p><em>Challenge Rating:</em> 3</p><p><em>Treasure:</em> None</p><p><em>Alignment:</em> Always neutral</p><p><em>Advancement:</em> None</p><p></p><p>----------------------------------------------</p><p>The argent wasp is a hollow construct forged of thin, magically-hardened silver plates, crafted to resemble a wasp but at the scale of a hawk. Its stinger is capable of darting out and extending several feet in length, as the argent wasp's abdomen holds a series of interlocking silver tubes attached to the stinger. This stinger retracts after each attack, but gives the construct a deceptively long reach. Argent wasps are made to hunt down creatures of the Shapechanger type, and serve no other purpose, not even following their creators' orders. Their silver stingers are particularly effective at slaying Shapechangers, but argent wasps will attack anything else that strikes them first, as long as there is no Shapechanger nearby.</p><p></p><p>Argent wasps roam constantly in search of Shapechangers to destroy, but any argent wasp that sees another argent wasp will produce a brief clicking noise from its mandibles, to get the other's attention, and one (randomly determined) will begin following the other permanently. Their design, however, prohibits them from following another argent wasp if the other is already part of a 24-wasp swarm, which is generally more than sufficient to wipe out almost any nest of Shapechangers. Since argent wasps follow no orders except their initial directive of hunting down and slaying Shapechangers, they generally receive no repairs, especially since they attack anyone that tries to restrain them and thus interfere. Half of the argent wasp's silver can be salvaged after it is destroyed (unless mostly or fully disintegrated, melted by acid, or transmuted into other material).</p><p></p><p><u><strong>COMBAT</strong></u></p><p>Argent wasps always preferentially attack the nearest creature they can find and reach of the Shapechanger type, but if attacked by anything else, they will attack their closest, most recent assailant, if no Shapechangers are within line of sight. Argent wasps do not attack non-Shapechangers otherwise. Having no mind, an argent wasp just takes the most direct route to its target and attacks head-on, until one or the other has perished.</p><p></p><p><strong>Poison (Su):</strong> An argent wasp spontaneously generates magical poison around the end of its stinger when attacking, a special poison that has the following attributes. Firstly, it is a contact poison that breaks down into inert fluid after 2 minutes. Secondly, any living creature that comes in contact with the poison must attempt a Fortitude saving throw to resist the initial effects of the poison. These effects are that the victim is forcibly shapeshifted into its natural form for 1 minute, and cannot change forms again during that time, in addition to suffering 1d2 points of temporary Dexterity damage. One minute after the first saving throw, a victim must attempt another Fortitude save against the secondary effects of the poison, which are identical to the initial effects. The Difficulty Class for these saving throws is 13. The stinger does not produce any poison once removed from the wasp or once the wasp has been destroyed.</p><p></p><p><strong>Shapechanger Bane (Su):</strong> The stinger of an argent wasp is magically imbued to be a serious danger to creatures of the Shapechanger type. Thus, it is treated as a magic weapon with the Bane (Shapechangers) special quality, as long as the stinger is still attached and the wasp has not been destroyed.</p><p></p><p><strong><u>ARGENT WASP TRAITS</u></strong></p><p><strong>Bonus Feats:</strong> Argent wasps receive the Ability Focus (Poison) feat and Weapon Finesse (Stinger) feat as racial bonus feats, and do not need to meet their normal prerequisites. They are designed to have potent venom and swift attacks.</p><p></p><p><strong>Damage Reduction (Ex):</strong> Argent wasps possess Damage Reduction of 5/+1, so they ignore the first 5 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, and attacks with a +1 or higher enhancement bonus. Magical or psionic effects that deal bludgeoning, piercing, or slashing damage are still impeded by Damage Reduction if they do not have an enhancement of +1 or higher.</p><p></p><p><strong>Darkvision (Ex):</strong> Argent wasps may see perfectly well in darkness, out to a distance of 60 feet. Darkvision is black and white only, but details can be discerned with only minor distortion. Darkvision does not function in magical or psionic darkness.</p><p></p><p><strong>Shapechanger Sense (Su):</strong> Argent wasps automatically detect the presence of creatures with the Shapechanger type in a 1-mile radius. This sense is a Divination effect that may be blocked in the same manner as <em>Locate Creature</em>, at a caster level of 7. Otherwise, the argent wasp can always detect the exact location and shape of a Shapechanger, ignoring invisibility, darkness, concealment, and other factors. The argent wasp will attempt to find the most direct means of reaching a Shapechanger, once detected, though it will not try to burrow.</p><p></p><p><u><strong>CREATING AN ARGENT WASP</strong></u></p><p>To create an argent wasp, you must possess the Craft Construct feat, 5 or more ranks in the Alchemy skill, 5 or more ranks in the Craft (Metalworking) skill, 5 or more ranks in the Knowledge (Shapechanger Lore) skill, the Favored Enemy (Shapechangers) class feature, a caster level of 5 or higher, and the ability to cast (or use as spell-like abilities) the spells <em>Alter Self</em>, <em>Detect Magic</em>, <em>Fly</em>, <em>Magic Weapon</em> or <em>Greater Magic Weapon</em>, and <em>Summon Monster III</em> (or a higher-level version) or <em>Summon Nature's Ally III</em> (or a higher-level version). Crafting the argent wasp's body requires 5 pounds of silver (worth 25 gold pieces), a forge, artisan's tools for Craft (Metalworking), and an alchemy lab.</p><p></p><p>The process requires days or weeks of work with Craft (Metalworking) checks against a DC of 15 to forge the body, until 50 gp worth of work is completed. Failed Craft checks have the normal repercussions. Once the body has been forged, it requires alchemical treatments, requiring one day of work and a successful Alchemy check against DC 15, which costs 50 gold pieces in alchemical reagents. Failure forces the character to spend another day trying to redo the treatment, with another check and another 50 gp worth of reagents. Once the alchemical treatment is completed, the character must complete a three-day ritual to finish the argent wasp. They spend 8 hours of each day performing the ritual, and casting each of the requisite spells mentioned above. The ritual requires 900 gold pieces worth of magical reagents, which are expended in the process. This animates the construct with a bound air elemental.</p><p>----------------------------------------------</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4602483, member: 13966"] [b]Aurelian Monsters Preview 1[/b] Well, it's later than intended, though still Christmas where I'm at, but here it is. Some Aurelian monsters, mostly constructs for now because I just had them closer to completion already. The others mentioned will be done and posted soon. Also, it looks like I'll have the Justiciar paladin variant posted soon as well. Note that the Challenge Ratings may be a tad off for now as I haven't had a chance to test them yet, and they're based on the abilities of Aurelian characters, not core rules characters (which are slightly weaker but rely more on magic items). Also, I may need to do one last bit of tweaking to a few monsters at some point, when I finish some other, related rules. Note that these basic creature statistics by size and creature type differ somewhat from the original stats printed in the books. Aurelian creatures differ somewhat in part to balance out with the increased power of the base classes in my houserules, such as the various added benefits that Aurelian Fighters get compared to core-rules Fighters. [code][B][I]Standard Size-Based Stats[/I] [U]Size Category Str Dex Con NatArm AC/Atk Grap Hide Speed[/U][/B] Fine 2 18 6 +0 +8 -10 +20 5 ft. Diminutive 4 16 8 +0 +4 -6 +12 10 ft. Tiny 6 14 8 +0 +2 -4 +6 15 ft. Small 8 12 10 +0 +1 -2 +2 20 ft. Medium 10 10 10 +0 +0 +0 +0 30 ft. Large 14 8 12 +2 -1 +2 -2 40 ft. Huge 20 6 16 +5 -2 +4 -6 50 ft. Gargantuan 28 6 22 +9 -4 +6 -12 60 ft. Colossal 36 4 28 +15 -8 +10 -20 70 ft. [B][I]Creature Sizes And Common Statistics[/I] [U]Size Category Dimensions * Typical Weight ** Face *** Base Reach ****[/U][/B] Fine 6 in. or less 1/8th lb. or less 6 in. by 6 in. 0 ft. Diminutive 6 in. to 1 ft. 1/8th lb. to 1 lb. 1 ft. by 1 ft. 0 ft. Tiny 1 ft. to 2 ft. 1 lb. to 8 lbs. 2.5 ft. by 2.5 ft. 0 ft. Small 2 ft. to 4 ft. 8 lbs. to 60 lbs. 5 ft. by 5 ft. 5 ft. Medium 4 ft. to 8 ft. 60 lbs. to 500 lbs. 5 ft. by 5 ft. 5 ft. Large 8 ft. to 16 ft. 500 lbs. to 4,000 lbs. 5 ft. by 5 ft. 5 ft. Huge 16 ft. to 32 ft. 4,000 lbs. to 32,000 lbs. 10 ft. by 10 ft. 10 ft. Gargantuan 32 ft. to 64 ft. 32,000 lbs. to 250,000 lbs. 10 ft. by 10 ft. 10 ft. Colossal 64 ft. or more 250,000 lbs. or more 10 ft. by 10 ft. 15 ft. [I]* Biped's height or nonbiped's body length (from nose to tail or the equivalent). ** This measurement is based on the assumption of a fairly standard body density, like that of most animals and people. Stone or metal creatures are likely to weigh between two and ten times more, while gaseous creatures weigh between one-twentieth and one-hundredth as much. Creatures of a liquid or semisolid form, such as many Oozes and some Elementals, such as fire or water elementals, typically weigh between half and one-tenth as much. *** This is the typical width and length of the creature's fighting space, based on that of a bipedal humanoid form. Nonbipedal creatures typically have a larger fighting space, twice as long for quadrupeds, or four times as long for serpentine creatures. Quadrupeds of Large size or greater sometimes have a wider fighting space as well, twice as wide as normal for bipeds. A serpentine creature, such as a snake, worm, or giant centipede, usually occupies a fighting space 50% larger than a biped while coiled into a ball or circle. **** This is the standard reach for melee attacks by creatures of the listed size category. Some monsters have greater natural reach than this, as indicated in their entries. Bipedal creatures of Large size or greater have an additional 5 feet of natural reach beyond that listed in this table, unless indicated otherwise in each such creature's entry.[/I] [B][I]Size Increases (Incremental)[/I] [U]Old Damage (Each) New Damage[/U][/B] 1 1d2 1d2 1d3 1d3 1d4 1d4 1d6 1d6 1d8 1d8 1d10 1d10 2d6 1d12 2d8 1d20 3d8 [B][U]Old Size New Size Str Dex Con NatArm AC/Atk Grap Hide[/U][/B] Fine Diminutive +2 -2 +2 Same -4 +4 -8 Diminutive Tiny +2 -2 Same Same -2 +2 -6 Tiny Small +2 -2 +2 Same -1 +2 -4 Small Medium +2 -2 Same Same -1 +2 -2 Medium Large +4 -2 +2 +2 -1 +2 -2 Large Huge +6 -2 +4 +3 -1 +2 -4 Huge Gargantuan +8 Same +6 +4 -2 +2 -6 Gargantuan Colossal +8 Same +6 +6 -4 +4 -8 [B][U]Old Size New Size Face * Non-Biped's Natural Reach Biped's Natural Reach[/U][/B] Fine Diminutive +50% +0 ft. +0 ft. Diminutive Tiny +50% +0 ft. +0 ft. Tiny Small +50% +5 ft. +5 ft. Small Medium +50% +0 ft. +0 ft. Medium Large +50% +0 ft. +5 ft. Large Huge +50% +5 ft. +5 ft. Huge Gargantuan +50% +0 ft. +0 ft. Gargantuan Colossal +50% +5 ft. +5 ft. [I]* Rounded up to the nearest 5 feet if the creature's previous fighting space dimension was at least 2 feet.[/I] [B][I]Creature Type Statistics[/I] [U]Creature Type HD BAB High Saves Skill Points Feats[/U][/B] Aberration d8 = HD Will 3x Int score, +2/EHD 1, +1/4 EHD Animal d8 3/4 HD Fort or Ref 10 to 15 None Beast d10 3/4 HD Fort+Ref 2x Int score, +1/EHD None Construct d10 3/4 HD None None None Dragon d12 = HD Fort+Ref+Will HDx(6 + Int mod), +1/EHD 1, +1/4 EHD Elemental d12 3/4 HD Fort or Ref 2x Int score, +2/EHD 1, +1/4 EHD Fey d6 1/2 HD Ref+Will 3x Int score, +3/EHD 1, +1/4 EHD Giant d10 3/4 HD Fort 8 + Int mod, +1/EHD 1, +1/4 EHD Humanoid d8 3/4 HD Any One 8 + Int mod, +2/EHD 1, +1/4 EHD Magical Beast d8 = HD Fort+Will 3x Int score, +1/EHD 1, +1/4 EHD Monstrous Humanoid d8 = HD Ref 2x Int score, +2/EHD 1, +1/4 EHD Ooze d10 3/4 HD None None None Outsider d8 = HD Fort+Ref+Will HDx(8 + Int mod), +2/EHD 1, +1/4 EHD Plant d6 3/4 HD Fort None None Shapechanger d8 = HD Fort+Ref+Will 3x Int score, +1/EHD 1, +1/4 EHD Undead d12 1/2 HD Will 3x Int score, +2/EHD 1, +1/4 EHD Vermin d6 3/4 HD Fort 10 to 12 None[/code] EHD (Extra Hit Dice) = HD-1 for Medium-size or smaller, HD-2 for Large, HD-4 for Huge, HD-16 for Gargantuan, or HD-32 for Colossal creatures. [B]Adamant Eviscerators[/B] ---------------------------------------------- [B]Adamant Eviscerator[/B] [U]Medium Construct[/U] [I]Hit Dice:[/I] 10d10 (55 hp) [I]Initiative:[/I] +6 (+6 Dex) [I]Speed:[/I] 70 ft. (cannot run or charge) [I]AC:[/I] 30 (+6 Dex, +10 natural armor, +4 mage armor) [I]Attacks:[/I] 2 arm blades +9 melee, 2 slams +4 melee; or sonic ray +11 ranged touch [I]Damage:[/I] Arm blade 1d6+4 and wounding, slam 1d8+4, sonic ray 5d6 sonic [I]Face/Reach:[/I] 5 ft. by 5 ft./5 ft. [I]Special Attacks:[/I] Augmented criticals, sonic ray, spring slice, wounding [I]Special Qualities:[/I] Acid immunity, construct traits, corrosion immunity, darkvision 60 ft., DR 20/+2, [I]mage armor[/I], sonic resistance 20, SR 15 [I]Saving Throws:[/I] Fortitude +3, Reflex +9, Will +3 [I]Abilities:[/I] Strength 19, Dexterity 22, Constitution --, Intelligence --, Wisdom 10, Charisma 1 [I]Feats:[/I] Spring Attack [I]Climate/Environment:[/I] Any land, aquatic, or underground [I]Organization:[/I] Solitary or brace (2-5) [I]Challenge Rating:[/I] 9 [I]Treasure:[/I] None [I]Alignment:[/I] Always neutral [I]Advancement:[/I] None ---------------------------------------------- These constructs resemble men in excessively-articulated full-plate armor, with a pair of bladed arms in addition to a set of normal arms. Adamant eviscerators are dangerous constructs built entirely of gleaming adamantine, made for slaughter on the battlefield or ruthless defense of a mage's property, sometimes even used as bodyguards for traveling mages. While not nearly as powerful and durable as full-fledged adamantine golems, the adamant eviscerators are quick, light, and comparatively cheap to build. They move with surprising agility, cutting a swath through enemy forces and hammering them into the ground, shrugging off many kinds of attack while emitting strange, rumbling bellows like a giant brass instrument, blasting enemies with sound. An adamant eviscerator stands between 5 and 7 feet tall, and is 2 to 3 feet wide, with two humanoid arms sprouting from both the left side and right side of their torso, the upper pair ending in serrated sword-blades instead of hands. Their legs end in four splayed toes instead of the boots an armored knight would wear, giving the construct good footing on uneven terrain, loose sand, or mud. The head is a closed helm like a knight's, on an articulated neck of adamantine plates. An adamant eviscerator is hollow, crafted from thin pieces of the super-durable metal called adamantine, weighing a total of 70 pounds. Somewhere on an adamant eviscerator's head or torso lies the visible [I]Arcane Mark[/I] of its creator, a sign of its origin. Destroyed adamant eviscerators shake violently and break down into inert dust, disintegrated by the uncontrolled acid and sonic magic they were infused with. [U][B]COMBAT[/B][/U] As mindless constructs, the adamant eviscerators are unable to devise tactics and just fight in a straightforward manner. They approach or charge an opponent if within a short enough distance, and begin hacking away with their arm blades, then pound enemies with the fists of their extra arms. The arm blades deal piercing and slashing damage, while the slamming arms deal bludgeoning damage. If multiple opponents are within reach, they will attack as many foes as possible each round. Against flying or otherwise-hard to-reach opponents, they unleash sonic rays to pummel the distant targets. Although they have the ability to run past opponents while attacking with arm blades, limiting the barrages of enemy melee attacks, adamant eviscerators only use this capability when it fits the commands of their controller. Adamant eviscerators attack anything that attacks them first, and do not cease pursuit until commanded to by their controllers. Otherwise, they only attack when commanded to do so. [B]Augmented Criticals:[/B] The arm blades of an adamant eviscerator threaten a critical hit on a natural attack roll of 18, 19, or 20 (in other words their threat range is 18-20). [B]Sonic Ray (Su):[/B] Built with an infusion of sonic magic, adamant eviscerators can project small beams of concentrated sound from their mouth. When fighting enemies they cannot reach in one round, adamant eviscerators will use their Sonic Ray until able to engage the enemy in melee. They cannot use Sonic Ray more than once every three rounds. It has an effective range of 300 feet and deals 5d6 points of sonic damage to one target, but requires a successful ranged touch attack to hit. [B]Spring Slice:[/B] Adamant eviscerators can make both arm blade attacks when using the Spring Attack feat, instead of just a single such attack. If two opponents are within reach at the time, they will strike each with a different arm blade when doing this, unless it goes against their controller's command. [B]Wounding (Ex):[/B] The wickedly serrated blades of an adamant eviscerators upper arms cause wounds that bleed much worse than normal. Each successful hit made by the construct's arm blades causes the victim to bleed as though from a Wounding magic weapon. [B][U]ADAMANT EVISCERATOR TRAITS[/U][/B] [B]Acid Immunity (Ex):[/B] Adamant eviscerators suffer no damage or other effects from acid. [B]Bonus Feat:[/B] Adamant eviscerators receive the Spring Attack feat as a bonus feat from their design. [B]Corrosion Immunity (Ex):[/B] An adamant eviscerator is immune to rust and other corrosion, including temporal effects that corrode materials or harm creatures through accelerated aging. [B]Damage Reduction (Ex):[/B] Adamant eviscerators possess Damage Reduction of 20/+2, so they ignore the first 20 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, and attacks with a +2 or higher enhancement bonus. Magical or psionic effects that deal bludgeoning, piercing, or slashing damage are still impeded by Damage Reduction if they do not have an enhancement of +2 or higher. [B]Darkvision (Ex):[/B] Adamant eviscerators may see perfectly well in darkness, out to a distance of 60 feet. Darkvision is black and white only, but details can be discerned with only minor distortion. Darkvision does not function in magical or psionic darkness. [B][I]Mage Armor[/I] (Sp):[/B] An adamant eviscerator is imbued with the [I]Mage Armor[/I] spell, allowing them to use it upon themselves as a spell-like ability at will. This functions as per the spell cast by a 10th-level sorcerer, and adamant eviscerators activate the ability once every ten hours. They will also activate it if commanded to do so by their controller. [B]Sonic Resistance (Ex):[/B] The construct's attunement to sonic energy makes it especially resistant to harsh vibrations. Thus it has Sonic Resistance 20, meaning that it ignores the first 20 points of sonic damage dealt to it each round. [B]Spell Resistance (Su):[/B] While not as magic-resistant as golems, adamant eviscerators still possess a supernatural girding against other magical forces. Adamant eviscerators have Spell Resistance of 15, so spells and spell-like abilities (excluding their own [I]Mage Armor[/I] ability) fail to affect an adamant eviscerator unless the spellcaster succeeds at a DC 15 caster level check (1d20 + caster level) for each such spell or ability. The adamant eviscerator's controller may command it to lower its Spell Resistance for any length of time they declare. [U][B]CREATING AN ADAMANT EVISCERATOR[/B][/U] To create an adamant eviscerator, you must have the Craft Construct item creation feat, a caster level of 10th or higher, 10 or more ranks in the Craft (Armorsmithing) skill, 10 or more ranks in the Craft (Metalworking) skill, and the ability to cast (or use as spell-like abilities) the spells [I]Arcane Mark[/I], [I]Mage Armor[/I], [I]Major Resistance[/I], [I]Protection from Elements[/I], [I]Shout[/I], [I]Summon Monster III[/I] (or a higher-level version), and [I]Unseen Servant[/I]. Building the body requires at least 70 pounds of adamantine, worth 10,500 gold pieces, plus a forge and artisan's tools for both Craft skills. A DC 20 Craft (Metalworking) check must be made to prepare the metal components with one week of labor. A failed check requires another week of labor to fix the mistake (though it wastes no material). Then DC 20 Craft (Armorsmithing) checks must be made over days or weeks of labor to forge the body, until enough work has been completed in that manner to finish a suit of armor with 12,000 gp market value (what the construct's body is equivalent to). Failed checks for this will cost the craftsmen in raw materials as normal for failed Craft checks. Afterward, a DC 20 Craft (Metalworking) check must be made with one day of labor to finish the construction, and failure requires three days of additional labor and another check to try fixing and finishing the work. Following this, a DC 25 Craft (Metalworking) check and one week of labor is required to forge a suitable control device. This device requires 1 pound of adamantine, costing 150 gold pieces, and several gemstones worth an additional 500 gold pieces. Failing the check wastes that work but not the materials, requiring another week to make another attempt at crafting it. The device (after the ritual) is a magic item with the same caster level as the construct (10th) and so is rather difficult to destroy. It can be crafted in any form, but does not use up a magic item slot if worn. Once the body and control device are completed, the ritual work must begin to empower and animate the construct. This takes one week, spending 8 hours each day on the ritual, which includes casting of all six required spells on each day. The ritual costs 2,000 gold pieces in other expendible reagents, such as incense, candles, ink and crystal dust for ritual circles, monstrous humours and bone chips, and more. Finally, after the seventh day's ritual, the adamant eviscerator is complete, with the binding of a minor earth elemental to animate it. This also attunes the control device to the adamant eviscerator. Whoever holds or wears the control device is considered the controller of that adamant eviscerator, and may command it by voice. If more than one creature is in contact wtih the device at the same time, then the first of them to touch it that time is the controller. There can be only one controller at a time. The construct cannot be further commanded once the device is destroyed, and the device cannot be repaired or replaced. ---------------------------------------------- [B]Argent Wasps[/B] ---------------------------------------------- [B]Argent Wasp[/B] [U]Tiny Construct[/U] [I]Hit Dice:[/I] 2d10 (11 hp) [I]Initiative:[/I] +5 (+5 Dex) [I]Speed:[/I] 10 ft., fly 100 ft. (perfect), swim 50 ft. (cannot run or charge) [I]AC:[/I] 19 (+2 size, +5 Dex, +2 natural armor) [I]Attacks:[/I] Stinger +8 melee [I]Damage:[/I] Stinger 1d4 and poison [I]Face/Reach:[/I] 2.5 ft. by 2.5 ft./5 ft. [I]Special Attacks:[/I] Poison, shapechanger bane [I]Special Qualities:[/I] Construct traits, darkvision 60 ft., DR 5/+1, shapechanger sense [I]Saving Throws:[/I] Fortitude +0, Reflex +5, Will +0 [I]Abilities:[/I] Strength 11, Dexterity 20, Constitution ---, Intelligence ---, Wisdom 10, Charisma 1 [I]Feats:[/I] Ability Focus (Poison), Weapon Finesse (Stinger) [I]Climate/Environment:[/I] Any [I]Organization:[/I] Solitary, cluster (2-5), or swarm (6-24) [I]Challenge Rating:[/I] 3 [I]Treasure:[/I] None [I]Alignment:[/I] Always neutral [I]Advancement:[/I] None ---------------------------------------------- The argent wasp is a hollow construct forged of thin, magically-hardened silver plates, crafted to resemble a wasp but at the scale of a hawk. Its stinger is capable of darting out and extending several feet in length, as the argent wasp's abdomen holds a series of interlocking silver tubes attached to the stinger. This stinger retracts after each attack, but gives the construct a deceptively long reach. Argent wasps are made to hunt down creatures of the Shapechanger type, and serve no other purpose, not even following their creators' orders. Their silver stingers are particularly effective at slaying Shapechangers, but argent wasps will attack anything else that strikes them first, as long as there is no Shapechanger nearby. Argent wasps roam constantly in search of Shapechangers to destroy, but any argent wasp that sees another argent wasp will produce a brief clicking noise from its mandibles, to get the other's attention, and one (randomly determined) will begin following the other permanently. Their design, however, prohibits them from following another argent wasp if the other is already part of a 24-wasp swarm, which is generally more than sufficient to wipe out almost any nest of Shapechangers. Since argent wasps follow no orders except their initial directive of hunting down and slaying Shapechangers, they generally receive no repairs, especially since they attack anyone that tries to restrain them and thus interfere. Half of the argent wasp's silver can be salvaged after it is destroyed (unless mostly or fully disintegrated, melted by acid, or transmuted into other material). [U][B]COMBAT[/B][/U] Argent wasps always preferentially attack the nearest creature they can find and reach of the Shapechanger type, but if attacked by anything else, they will attack their closest, most recent assailant, if no Shapechangers are within line of sight. Argent wasps do not attack non-Shapechangers otherwise. Having no mind, an argent wasp just takes the most direct route to its target and attacks head-on, until one or the other has perished. [B]Poison (Su):[/B] An argent wasp spontaneously generates magical poison around the end of its stinger when attacking, a special poison that has the following attributes. Firstly, it is a contact poison that breaks down into inert fluid after 2 minutes. Secondly, any living creature that comes in contact with the poison must attempt a Fortitude saving throw to resist the initial effects of the poison. These effects are that the victim is forcibly shapeshifted into its natural form for 1 minute, and cannot change forms again during that time, in addition to suffering 1d2 points of temporary Dexterity damage. One minute after the first saving throw, a victim must attempt another Fortitude save against the secondary effects of the poison, which are identical to the initial effects. The Difficulty Class for these saving throws is 13. The stinger does not produce any poison once removed from the wasp or once the wasp has been destroyed. [B]Shapechanger Bane (Su):[/B] The stinger of an argent wasp is magically imbued to be a serious danger to creatures of the Shapechanger type. Thus, it is treated as a magic weapon with the Bane (Shapechangers) special quality, as long as the stinger is still attached and the wasp has not been destroyed. [B][U]ARGENT WASP TRAITS[/U][/B] [B]Bonus Feats:[/B] Argent wasps receive the Ability Focus (Poison) feat and Weapon Finesse (Stinger) feat as racial bonus feats, and do not need to meet their normal prerequisites. They are designed to have potent venom and swift attacks. [B]Damage Reduction (Ex):[/B] Argent wasps possess Damage Reduction of 5/+1, so they ignore the first 5 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, and attacks with a +1 or higher enhancement bonus. Magical or psionic effects that deal bludgeoning, piercing, or slashing damage are still impeded by Damage Reduction if they do not have an enhancement of +1 or higher. [B]Darkvision (Ex):[/B] Argent wasps may see perfectly well in darkness, out to a distance of 60 feet. Darkvision is black and white only, but details can be discerned with only minor distortion. Darkvision does not function in magical or psionic darkness. [B]Shapechanger Sense (Su):[/B] Argent wasps automatically detect the presence of creatures with the Shapechanger type in a 1-mile radius. This sense is a Divination effect that may be blocked in the same manner as [I]Locate Creature[/I], at a caster level of 7. Otherwise, the argent wasp can always detect the exact location and shape of a Shapechanger, ignoring invisibility, darkness, concealment, and other factors. The argent wasp will attempt to find the most direct means of reaching a Shapechanger, once detected, though it will not try to burrow. [U][B]CREATING AN ARGENT WASP[/B][/U] To create an argent wasp, you must possess the Craft Construct feat, 5 or more ranks in the Alchemy skill, 5 or more ranks in the Craft (Metalworking) skill, 5 or more ranks in the Knowledge (Shapechanger Lore) skill, the Favored Enemy (Shapechangers) class feature, a caster level of 5 or higher, and the ability to cast (or use as spell-like abilities) the spells [I]Alter Self[/I], [I]Detect Magic[/I], [I]Fly[/I], [I]Magic Weapon[/I] or [I]Greater Magic Weapon[/I], and [I]Summon Monster III[/I] (or a higher-level version) or [I]Summon Nature's Ally III[/I] (or a higher-level version). Crafting the argent wasp's body requires 5 pounds of silver (worth 25 gold pieces), a forge, artisan's tools for Craft (Metalworking), and an alchemy lab. The process requires days or weeks of work with Craft (Metalworking) checks against a DC of 15 to forge the body, until 50 gp worth of work is completed. Failed Craft checks have the normal repercussions. Once the body has been forged, it requires alchemical treatments, requiring one day of work and a successful Alchemy check against DC 15, which costs 50 gold pieces in alchemical reagents. Failure forces the character to spend another day trying to redo the treatment, with another check and another 50 gp worth of reagents. Once the alchemical treatment is completed, the character must complete a three-day ritual to finish the argent wasp. They spend 8 hours of each day performing the ritual, and casting each of the requisite spells mentioned above. The ritual requires 900 gold pieces worth of magical reagents, which are expended in the process. This animates the construct with a bound air elemental. ---------------------------------------------- [/QUOTE]
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