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<blockquote data-quote="Arkhandus" data-source="post: 4602490" data-attributes="member: 13966"><p><strong>Aurelian Monster Preview 2</strong></p><p></p><p><strong>Brood Lizards</strong></p><p>----------------------------------------------</p><p><strong>Broodling</strong></p><p><u>Tiny Aberration (Brood Lizard)</u></p><p><em>Hit Dice:</em> 1/2 d8 (3 hp)</p><p><em>Initiative:</em> +2 (+2 Dex)</p><p><em>Speed:</em> 15 ft., burrow 15 ft., climb 15 ft.</p><p><em>AC:</em> 15 (+2 size, +2 Dex, +1 natural armor)</p><p><em>Attacks:</em> Stinger +5 melee, 4 claws -5 melee</p><p><em>Damage:</em> Stinger 1d3-3 and poison, claw 1d2-3</p><p><em>Face/Reach:</em> 2.5 ft. by 2.5 ft./0 ft.</p><p><em>Special Attacks:</em> Poison</p><p><em>Special Qualities:</em> Darkvision 30 ft., narrow mind, sleepless, unnatural resilience</p><p><em>Saving Throws:</em> Fortitude +0, Reflex +2, Will +3</p><p><em>Abilities:</em> Strength 5, Dexterity 15, Constitution 11, Intelligence 2, Wisdom 12, Charisma 4</p><p><em>Skills:</em> Balance +6, Climb +11, Craft (Hivemaking) +3, Search +2</p><p><em>Feats:</em> Multidexterity, Skill Focus (Craft - Hivemaking), Weapon Finesse (Stinger)</p><p></p><p><em>Climate/Environment:</em> Any warm or temperate land</p><p><em>Organization:</em> Solitary, team (2-7), or force (8-16)</p><p><em>Challenge Rating:</em> 1/6 (1 HD: 1/4, 2 HD: 1/2)</p><p><em>Treasure:</em> Half standard</p><p><em>Alignment:</em> Always neutral</p><p><em>Advancement:</em> 1-2 HD (Tiny)</p><p></p><p>----------------------------------------------</p><p><strong>Broodmate</strong></p><p><u>Small Aberration (Brood Lizard)</u></p><p><em>Hit Dice:</em> 2d8 (9 hp)</p><p><em>Initiative:</em> +3 (+3 Dex)</p><p><em>Speed:</em> 20 ft., burrow 20 ft., climb 20 ft.</p><p><em>AC:</em> 16 (+1 size, +3 Dex, +2 natural armor)</p><p><em>Attacks:</em> Stinger +6 melee, 4 claws -2 melee</p><p><em>Damage:</em> Stinger 1d4-1 and poison, claw 1d3-1</p><p><em>Face/Reach:</em> 5 ft. by 5 ft./5 ft.</p><p><em>Special Attacks:</em> Poison</p><p><em>Special Qualities:</em> Darkvision 30 ft., narrow mind, sleepless, unnatural resilience</p><p><em>Saving Throws:</em> Fortitude +0, Reflex +3, Will +4</p><p><em>Abilities:</em> Strength 8, Dexterity 16, Constitution 11, Intelligence 2, Wisdom 12, Charisma 6</p><p><em>Skills:</em> Balance +7, Climb +11, Hide +7, Move Silently +7, Search +0, Wilderness Lore +3</p><p><em>Feats:</em> Track, Weapon Finesse (Stinger), Weapon Focus (Claw)</p><p></p><p><em>Climate/Environment:</em> Any warm or temperate land</p><p><em>Organization:</em> Solitary, patrol (2-6), swarm (4-12 broodlings and 4-12 broodmates), or horde (6-36 broodlings and 8-24 broodmates)</p><p><em>Challenge Rating:</em> 1 (3-4 HD: 2)</p><p><em>Treasure:</em> Half standard</p><p><em>Alignment:</em> Always neutral</p><p><em>Advancement:</em> 3-4 HD (Small)</p><p></p><p>----------------------------------------------</p><p><strong>Broodqueen</strong></p><p><u>Medium Aberration (Brood Lizard)</u></p><p><em>Hit Dice:</em> 3d8+4 (18 hp)</p><p><em>Initiative:</em> +1 (+1 Dex)</p><p><em>Speed:</em> 20 ft., burrow 20 ft., climb 20 ft.</p><p><em>AC:</em> 14 (+1 Dex, +3 natural armor)</p><p><em>Attacks:</em> Stinger +4 melee, bite +1 melee, 4 claws +1 melee; ray of frost +1 ranged touch</p><p><em>Damage:</em> Stinger 1d6 and poison, bite 1d6, claw 1d4, ray of frost 1d3 cold</p><p><em>Face/Reach:</em> 5 ft. by 5 ft./5 ft.</p><p><em>Special Attacks:</em> <em>Charm</em>, poison, spell-like abilities</p><p><em>Special Qualities:</em> Darkvision 30 ft., narrow mind, sleepless, unnatural resilience</p><p><em>Saving Throws:</em> Fortitude +1, Reflex +2, Will +5</p><p><em>Abilities:</em> Strength 10, Dexterity 13, Constitution 11, Intelligence 3, Wisdom 14, Charisma 9</p><p><em>Skills:</em> Balance +5, Climb +10, Listen +7, Search +2, Spot +7</p><p><em>Feats:</em> Multiattack, Toughness, Weapon Finesse (Stinger)</p><p></p><p><em>Climate/Environment:</em> Any warm or temperate land</p><p><em>Organization:</em> Colony (2-8 broodlings, 1-4 broodmates, and 1 broodqueen), brood (4-16 broodlings, 2-8 broodmates, and 1 broodqueen), or hive (6-24 broodlings, 3-18 broodmates, and 1 broodqueen)</p><p><em>Challenge Rating:</em> 3 (4 HD: 4, 5-6 HD: 5)</p><p><em>Treasure:</em> Double standard</p><p><em>Alignment:</em> Always neutral</p><p><em>Advancement:</em> 4-6 HD (Medium)</p><p></p><p>----------------------------------------------</p><p>These all-too-common pests are a strange, overgrown mix of lizard and insect, and they have all the adaptability and peskiness of both. Brood lizards appear to have the torso, head, and tail of a lizard, somewhat resembling an overgrown iguana in their reptilian traits, but have eight chitinous, spidery legs protruding from the sides of their body. The tip of their flexible tail bears a stinger like that of a scorpion, and a few chitinous plates cover their backs, while their jaws are flanked by insectoid mandibles. They have six small red eyes, multifaceted like an insect's, and two small antennae behind their heads like an insect. Their coloration is otherwise dull, a mottled combination of green, brown, and yellow, mostly dull yellow along the underside, while the chitinous plates along their back are mostly greenish-brown.</p><p></p><p>While all three varieties of brood lizard look almost identical, they differ in size and proportions. Broodlings, the workers of any brood lizard group, are roughly the size of a housecat, between one and two feet long from nose to hindquarters, with a tail nearly two feet long. Broodlings have a small head with teeth and mandibles so tiny and weak that they aren't any good for combat. The larger broodmates, warriors and hunters of their hive, possess only slightly larger heads but smaller mandibles. Broodmates are nearly the size of human children or adult halflings, measuring three feet from stem to stern and with a tail two feet long, proportionately shorter than a broodling's but still larger and stronger in truth. The leaders of any brood lizard lair are broodqueens, who are nearly as large as adult humans, with a body length of four feet or so, a head half that size with large mandibles, and a tail three to four feet in length.</p><p></p><p>Brood lizards can be found nearly anywhere except underwater or in frigid regions, and they migrate to warmer climes whenever winter approaches their territory. These pests can eat nearly anything organic given enough time, and they rarely get sick from eating the variety of corpses, scorpions, vipers, rodents, birds, and humanoids they often feed upon. Despite their capacity to eat nearly anything organic and their proclivity for living anywhere, brood lizards prefer carnivorous meals and prefer to eat fleshy, muscular things that have plenty of meat. Thus, they often swarm over cattle, grazing horses, sleeping pets, and unwary humanoids, poisoning the victims until the struggling has slowed enough for the swarm to begin feeding on the dying, paralyzed prey. Brood lizards are annoyingly cunning for beasts, possessing intellect similar to dolphins and primates, while the largest and most cunning, broodqueens, are similar to humanoid children in ingenuity and cleverness, without the inhibitions taught to such children. Brood lizards communicate through hisses, screeches, growls, and pheremones, with no intelligible speech.</p><p></p><p>The treasure of brood lizards is generally what remains from humanoid victims, materials merely dragged back to the lair along with the corpse. However, they do not always drag victims back to the lair before feeding on them, so occasionally their treasure is just found wherever the brood lizards attacked and fed upon the victim.</p><p></p><p><u><strong>COMBAT</strong></u></p><p>Brood lizards typically attack with their tail stinger whenever they cannot strike with all limbs at once, in order to quickly weaken and disable a foe with venom. Brood lizards fight as groups, and rarely fight alone. As many as possible will attack the closest target, and others will attack the next-closest target together. They attack only when hunting, protecting their nest, or protecting their broodqueen. If the broodqueen is present, the broodlings and broodmates will spread out to attack multiple targets and try to keep them all away from her, but will still avoid attacking any given target one-on-one.</p><p></p><p><strong><em>Charm</em> (Sp):</strong> A broodqueen can Charm broodlings and broodmates at will as a spell-like ability. This is considered to be a spell-like effect of the enchantment, charm, and mind-affecting types, and functions as per the Charm Person spell except as follows. This spell-like ability takes a standard action to use, provoking attacks of opportunity normally, and functions as per the spell cast by a caster of level equal to 3 + the broodqueen's racial hit dice. The broodqueen's Charm ability only functions upon broodlings and broodmates, who receive a Will saving throw to negate the effect when it is activated. The DC is equal to 11 + the broodqueen's racial hit dice + the broodqueen's Charisma modifier, so DC 13 typically. If the broodqueen Charms a broodling or broodmate that is already under the control or charm of another creature, such as another broodqueen, the contested control is resolved with an opposed Charisma check by each creature controlling or charming the target at that time. Whoever wins the Charisma check gains or retains control of the subject, and the others lose their control over it or fail to gain control of it, as appropriate; in a tie, control is retained by the first charm or control effect.</p><p></p><p><strong>Poison (Ex):</strong> All brood lizards possess a venomous barb at the end of their tail, so any successful attack they make with their tail stinger has a chance of poisoning the victim. Victims must attempt a Fortitude save against a DC of 10 + the brood lizard's Constitution modifier + one-half the brood lizard's hit dice (rounded down) when stricken by the tail stinger and again 1 minute later. Thus the typical DC for broodling poison is 10, while the DC is typically 11 for broodmates and broodqueens. On a failed save, the victim suffers 1d3 temporary Strength damage, as the brood lizard's muscle-disabling poison weakens the victim until it cannot fight back effectively and cannot flee. This is a natural injury-type poison, with 1d3 temporary Strength damage for the primary damage and the secondary damage. Brood lizards are not naturally immune to their own poison, but their save bonus against poisons does apply.</p><p></p><p><strong>Spell-Like Abilities (Sp):</strong> Broodqueens possess minor magical powers that allow them to defend their colony, clutch, or hive against intruders and also serve to improve the broodqueen's control over her minions. These spell-like abilities each take a standard action to use, provoking attacks of opportunity normally, and function as per the spells of the same name, caster level = the broodqueen's racial hit dice. No minimum ability score is necessary to use these, since they are spell-like. The DC for saving throws against any of these effects, when applicable, is equal to 10 + the broodqueen's Charisma modifier + the level of the spell duplicated. A broodqueen has the following spell-like abilities, useable at will - Hypnotism, Light, Mage Hand, Purify Food and Drink, Ray of Frost, Shield, and Summon Monster I.</p><p></p><p><u><strong>BROOD LIZARD TRAITS</strong></u></p><p>Brood lizards' eyesight, via several tiny eyes, is weaker but better coordinated than that of humans, reducing the range of their normal sight to one-half that of humans. A brood lizard has the following additional traits.</p><p></p><p><strong>Bonus Feats:</strong> All brood lizards receive the Weapon Finesse (Stinger) feat as a racial bonus feat. Broodlings receive the additional racial bonus feat of Multidexterity. Broodmates receive the additional racial bonus feat of Track. Broodqueens receive Multiattack as an additional racial bonus feat.</p><p></p><p><strong>Darkvision (Ex):</strong> Brood lizards may see perfectly well in darkness, out to a distance of 30 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>Narrow Mind (Ex):</strong> A brood lizard possesses a strange hybrid of insectoid and reptilian minds, and it is very limited in its capacity to think and feel. They are unnatural creatures with flawed brains. Brood lizards are limited to the Intelligence score they are listed with, even broodqueens despite their almost humanoid intellect. Brood lizards are immune to mind-affecting effects, except for the racial spell-like abilities of broodqueens. Only the innate hive-manipulating abilities of broodqueens can influence the muddled and primitive minds of brood lizards.</p><p></p><p><strong>Sleepless:</strong> Brood lizards do not sleep, so they are immune to sleep effects, dream effects, and nightmare effects. They are active at all times of day and night.</p><p></p><p><strong>Unnatural Resilience:</strong> Brood lizards receive a +4 racial bonus on Fortitude saving throws against poisons and diseases.</p><p></p><p><u><strong>SKILLS</strong></u></p><p>Brood lizards receive a +8 racial bonus on Climb checks, a +4 racial bonus on Balance checks, and a +4 racial bonus on Search checks. Brood lizards may use their Dexterity modifier in place of Strength modifier for Climb checks when it is favorable. Since they have a natural climb speed, brood lizards can always take 10 on Climb checks regardless of threats or distractions.</p><p>----------------------------------------------</p><p></p><p></p><p></p><p></p><p><strong>Crimson Clockworks</strong></p><p>----------------------------------------------</p><p><strong>Crimson Clockwork</strong></p><p><u>Small Construct</u></p><p><em>Hit Dice:</em> 2d10 (11 hp)</p><p><em>Initiative:</em> +2 (+2 Dex)</p><p><em>Speed:</em> 30 ft., climb 30 ft.</p><p><em>AC:</em> 18 (+1 size, +2 Dex, +5 natural armor)</p><p><em>Attacks:</em> Sting +4 melee; or <em>produce flame</em> +4 melee or ranged touch</p><p><em>Damage:</em> Sting 1d4+3, <em>produce flame</em> 1d4 fire</p><p><em>Face/Reach:</em> 5 ft. by 5 ft./5 ft.</p><p><em>Special Attacks:</em> <em>Produce flame</em>, self-destruct 3d6 fire</p><p><em>Special Qualities:</em> Construct traits, darkvision 60 ft., DR 3/adamantine, fire resistance 15</p><p><em>Saving Throws:</em> Fortitude +0, Reflex +2, Will +0</p><p><em>Abilities:</em> Strength 14, Dexterity 15, Constitution --, Intelligence --, Wisdom 10, Charisma 1</p><p></p><p><em>Climate/Environment:</em> Any land</p><p><em>Organization:</em> Solitary, unit (2-5), or cluster (6-12)</p><p><em>Challenge Rating:</em> 3</p><p><em>Treasure:</em> 2 average fire opals, 1 average ruby</p><p><em>Alignment:</em> Always neutral</p><p><em>Advancement:</em> None</p><p></p><p>----------------------------------------------</p><p>These shiny, bright red constructs vaguely resemble ants and often serve pyromancers or other mages who like to have some automated firepower against intruders on their domain. Crimson clockworks are made of a reddish alloy of metals, covered in red lacquer to be even more fire-retardant.</p><p></p><p>The size of a gnome or halfling, crimson clockworks weigh 40 pounds and stand 2 feet tall, with a body length and width between 2 and 4 feet, with specific dimensions varying somewhat between the models made by different mages. All resemble oversized ants in shape, but instead of mandibles the crimson clockwork has a miniature, cannonlike flame-bolt launcher. Instead of eyes it has three gemstones inset upon its head; a fire opal on either side and a ruby in front, just above the launcher. An articulated stinger extends from the rear of the construct's body, arching over the torso and extending a few feet to reach opponents when needed. A crimson clockwork produces constant ticking and clacking noises from its internal gears, though usually quiet, louder when moving about.</p><p></p><p>Crimson clockworks are often constructed in sets, either as a unit or a cluster, but some mages build only individual crimson clockworks due to the price and time investment. Regardless, they act as individuals under orders, and are incapable of exercising tactics or strategies except as specifically instructed by their controllers. Each clockwork is typically commanded to follow instructions given to a particular name or number, such that a group of clockworks can be commanded to follow different tasks, or all could be commanded at once by omitting the mention of names or model numbers.</p><p></p><p>A crimson clockwork obeys its creator's spoken commands, and the commands of anyone else it is commanded by the creator to obey. It can be commanded to follow the orders of up to three individual controllers at any given time, but by default the creator is its first controller. If orders conflict, it obeys the most recent order. Only the creator may change who the clockwork obeys or no longer obeys (he or she may command it to follow the orders of another individual instead of themselves, if the creator wishes to transfer control entirely, but then the construct's loyalties cannot be further changed).</p><p></p><p>Firagi studying the devices of Aeragi and Gnomish inventors developed the first crimson clockworks, using their own inherant fire magic to their advantage. The plans for crimson clockwork development were later shared with a few other Firagi, etched into heat-resistant metal plates using acid, so as to make the plans easily transported through the Elemental Fire borderlands to other Firagi. Since then, the plans for creating a crimson clockwork have spread slowly to other races, but mages guard their secrets carefully. A DC 18 Knowledge (Architecture & Engineering) check is required to interpret the plans for a crimson clockwork, in addition to either understanding the writing on the plans (even if only through <em>Comprehend Languages</em>, <em>Tongues</em>, or similar effects) or successfully using Decipher Script (DC 20) for that.</p><p></p><p><strong><u>COMBAT</u></strong></p><p>A crimson clockwork fights as commanded, though it can only follow simple commands. If not given specific orders on how to fight, it will close in on designated enemies until close enough for <em>Produce Flame</em>, then it will begin using <em>Produce Flame</em> to attack the nearest enemy while moving closer, until close enough to begin stinging the target instead. If magically <em>Slowed</em> or similarly affected, the crimson clockwork alternates each round between movement and attacking, if not already within reach for stinging. Any crimson clockwork reduced to 3 hit points or lower by damage will use its actions to approach the nearest enemy and attempt grappling them, unless otherwise commanded by its controller, as they are created with the intent of self-destructing near enemies when heavily damaged.</p><p></p><p>Crimson clockworks that have no orders, or that have completed their previous orders, will wait idly for new orders. If attacked or otherwise damaged, the clockwork will attack the nearest aggressor or suspected aggressor that it can find. Once all aggressors or suspected aggressors are disposed of, or escape its sight and hearing, the crimson clockwork returns to its previous orders or idle status. Crimson clockworks will not attack their controllers, nor will they attack while following non-combat orders.</p><p></p><p><strong><em>Produce Flame</em> (Sp):</strong> Crimson clockworks are built with a magical launcher on their head, in place of the mandibles and antennae that any real insect would possess there. This launcher uses a combination of naturally-ignited flames and magic, to alter and launch those flames. In effect, it works like the <em>Produce Flame</em> spell, as a spell-like ability that the clockwork may use at will. The clockwork is effectively a 1st-level caster for purposes of this spell, dealing 1d4 points of fire damage with each use. It is normally used for ranged attacks, but if so commanded, the clockwork can use the flames for a melee attack.</p><p></p><p><strong>Self-Destruct (Ex/Su):</strong> When a crimson clockwork is destroyed, or when it is commanded to self-destruct by its controller, the construct detonates its internal reservoir of combustible fuel, as well as focusing its imbued fire magic on that reservoir. The result is an explosion that shatters the clockwork and covers a 15-foot-radius spread in flames, dealing 3d6 points of fire damage to everything else within the area, setting flammable materials on fire, and detonating any combustible materials within the area if they take any damage from this blast (after defenses are factored in, such as the hardness of their containers). Victims may attempt a Reflex save (DC 15) for half damage. Nonmagical, nonpsionic, unattended objects receive no saving throw. The blast area is only 10 feet in radius, and the damage only 2d6 points, if the crimson clockwork's supernatural abilities are suppressed somehow. With the explosion and dissipation of the clockwork's magic, its lacquer and alloy are ruined, nothing but slag.</p><p></p><p><strong><u>CRIMSON CLOCKWORK TRAITS</u></strong></p><p><strong>Damage Reduction (Ex):</strong> Crimson clockworks possess Damage Reduction of 3/adamantine, so they ignore the first 3 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, attacks from adamantine weapons or natural weapons, 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, unless they use admantine creations to deal the damage.</p><p></p><p><strong>Darkvision (Ex):</strong> Crimson clockworks 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>Fire Resistance (Ex):</strong> A crimson clockwork's special materials and red-lacquer coating make it resistant to heat, so it has Fire Resistance 15. This reduces the amount of fire damage it suffers each round by 15 points, as an extraordinary quality.</p><p></p><p><u><strong>CREATING A CRIMSON CLOCKWORK</strong></u></p><p>To create a crimson clockwork requires the Craft Construct item creation feat, 5 or more ranks in the Alchemy skill, 5 or more ranks in the Craft (Gemcutting) skill, 8 or more ranks in the Craft (Metalworking) skill, 8 or more ranks in the Knowledge (Architecture & Engineering) skill, a caster level of 5th or higher, and ability to cast (or use as spell-like abilities) the spells <em>Produce Flame</em> or <em>Flame Arrow</em>, <em>Pyrotechnics</em>, and either <em>Summon Monster III</em> (or a higher-level version) or <em>Summon Nature's Ally III[/I} (or a higher-level version).</em></p><p><em></em></p><p><em>Making the body of the crimson clockwork requires one average ruby and two average fire opals, carefully worked with the Craft (Gemcutting) skill for at least 10 days by the construct's creator taking 10 on these checks. It also requires 30 pounds of various base metals to work with, forged by the construct's creator into a special red alloy. These metals cost at least 400 gold pieces to acquire, and the creator will need a forge to work them in. Craft (Metalworking) checks against a DC of 18 must be made to craft the metal body of the construct, until 400 gp worth of work has been completed by the creator for that purpose. One successful Craft (Metalworking) check against DC 20 must then be made to finish the masterwork components of the clockwork. As normal for Craft checks, any failed checks for the crimson clockwork's construction will waste an appropriate amount of raw material, so additional raw material must be used to replace the ruined portions. Artisan's tools for gemcutting, and artisan's tools for metalworking, are necessary for the precious stone preparation and the body's crafting, respectively.</em></p><p><em></em></p><p><em>Once the body is fully constructed, and the precious stones have been secured in place on its head, the clockwork requires a full tank of fuel for its flames. This costs 80 gold pieces in raw materials, which must then be successfully mixed into the appropriate fuel through an Alchemy check against DC 25. The mixture is inert and worthless if mixed incorrectly, so there is no penalty for failure except the waste of all the alchemical material. Thus the creator may take 20 on the skill check, if they spend 20 times the normal amount of time and gold pieces on raw materials and mixing them. It takes 1 day to mix the raw materials, or 20 days if taking 20 on the check, but an alchemy lab is required for the process. These alchemical processes include the time, effort, and materials used to produce the construct's lacquer.</em></p><p><em></em></p><p><em>After all of this is completed, the crimson clockwork is animated through an 8-hour ritual that includes casting the appropriate spells listed above, casting each once, and requiring a great deal of chanting and gesturing. The ritual also refines the red lacquer and red metal alloy for greater resistance to heat. 100 gold pieces worth of magical reagents must be expended in the ritual, which binds a minor fire elemental to animate the construct.</em></p><p><em>----------------------------------------------</em></p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4602490, member: 13966"] [b]Aurelian Monster Preview 2[/b] [B]Brood Lizards[/B] ---------------------------------------------- [B]Broodling[/B] [U]Tiny Aberration (Brood Lizard)[/U] [I]Hit Dice:[/I] 1/2 d8 (3 hp) [I]Initiative:[/I] +2 (+2 Dex) [I]Speed:[/I] 15 ft., burrow 15 ft., climb 15 ft. [I]AC:[/I] 15 (+2 size, +2 Dex, +1 natural armor) [I]Attacks:[/I] Stinger +5 melee, 4 claws -5 melee [I]Damage:[/I] Stinger 1d3-3 and poison, claw 1d2-3 [I]Face/Reach:[/I] 2.5 ft. by 2.5 ft./0 ft. [I]Special Attacks:[/I] Poison [I]Special Qualities:[/I] Darkvision 30 ft., narrow mind, sleepless, unnatural resilience [I]Saving Throws:[/I] Fortitude +0, Reflex +2, Will +3 [I]Abilities:[/I] Strength 5, Dexterity 15, Constitution 11, Intelligence 2, Wisdom 12, Charisma 4 [I]Skills:[/I] Balance +6, Climb +11, Craft (Hivemaking) +3, Search +2 [I]Feats:[/I] Multidexterity, Skill Focus (Craft - Hivemaking), Weapon Finesse (Stinger) [I]Climate/Environment:[/I] Any warm or temperate land [I]Organization:[/I] Solitary, team (2-7), or force (8-16) [I]Challenge Rating:[/I] 1/6 (1 HD: 1/4, 2 HD: 1/2) [I]Treasure:[/I] Half standard [I]Alignment:[/I] Always neutral [I]Advancement:[/I] 1-2 HD (Tiny) ---------------------------------------------- [B]Broodmate[/B] [U]Small Aberration (Brood Lizard)[/U] [I]Hit Dice:[/I] 2d8 (9 hp) [I]Initiative:[/I] +3 (+3 Dex) [I]Speed:[/I] 20 ft., burrow 20 ft., climb 20 ft. [I]AC:[/I] 16 (+1 size, +3 Dex, +2 natural armor) [I]Attacks:[/I] Stinger +6 melee, 4 claws -2 melee [I]Damage:[/I] Stinger 1d4-1 and poison, claw 1d3-1 [I]Face/Reach:[/I] 5 ft. by 5 ft./5 ft. [I]Special Attacks:[/I] Poison [I]Special Qualities:[/I] Darkvision 30 ft., narrow mind, sleepless, unnatural resilience [I]Saving Throws:[/I] Fortitude +0, Reflex +3, Will +4 [I]Abilities:[/I] Strength 8, Dexterity 16, Constitution 11, Intelligence 2, Wisdom 12, Charisma 6 [I]Skills:[/I] Balance +7, Climb +11, Hide +7, Move Silently +7, Search +0, Wilderness Lore +3 [I]Feats:[/I] Track, Weapon Finesse (Stinger), Weapon Focus (Claw) [I]Climate/Environment:[/I] Any warm or temperate land [I]Organization:[/I] Solitary, patrol (2-6), swarm (4-12 broodlings and 4-12 broodmates), or horde (6-36 broodlings and 8-24 broodmates) [I]Challenge Rating:[/I] 1 (3-4 HD: 2) [I]Treasure:[/I] Half standard [I]Alignment:[/I] Always neutral [I]Advancement:[/I] 3-4 HD (Small) ---------------------------------------------- [B]Broodqueen[/B] [U]Medium Aberration (Brood Lizard)[/U] [I]Hit Dice:[/I] 3d8+4 (18 hp) [I]Initiative:[/I] +1 (+1 Dex) [I]Speed:[/I] 20 ft., burrow 20 ft., climb 20 ft. [I]AC:[/I] 14 (+1 Dex, +3 natural armor) [I]Attacks:[/I] Stinger +4 melee, bite +1 melee, 4 claws +1 melee; ray of frost +1 ranged touch [I]Damage:[/I] Stinger 1d6 and poison, bite 1d6, claw 1d4, ray of frost 1d3 cold [I]Face/Reach:[/I] 5 ft. by 5 ft./5 ft. [I]Special Attacks:[/I] [I]Charm[/I], poison, spell-like abilities [I]Special Qualities:[/I] Darkvision 30 ft., narrow mind, sleepless, unnatural resilience [I]Saving Throws:[/I] Fortitude +1, Reflex +2, Will +5 [I]Abilities:[/I] Strength 10, Dexterity 13, Constitution 11, Intelligence 3, Wisdom 14, Charisma 9 [I]Skills:[/I] Balance +5, Climb +10, Listen +7, Search +2, Spot +7 [I]Feats:[/I] Multiattack, Toughness, Weapon Finesse (Stinger) [I]Climate/Environment:[/I] Any warm or temperate land [I]Organization:[/I] Colony (2-8 broodlings, 1-4 broodmates, and 1 broodqueen), brood (4-16 broodlings, 2-8 broodmates, and 1 broodqueen), or hive (6-24 broodlings, 3-18 broodmates, and 1 broodqueen) [I]Challenge Rating:[/I] 3 (4 HD: 4, 5-6 HD: 5) [I]Treasure:[/I] Double standard [I]Alignment:[/I] Always neutral [I]Advancement:[/I] 4-6 HD (Medium) ---------------------------------------------- These all-too-common pests are a strange, overgrown mix of lizard and insect, and they have all the adaptability and peskiness of both. Brood lizards appear to have the torso, head, and tail of a lizard, somewhat resembling an overgrown iguana in their reptilian traits, but have eight chitinous, spidery legs protruding from the sides of their body. The tip of their flexible tail bears a stinger like that of a scorpion, and a few chitinous plates cover their backs, while their jaws are flanked by insectoid mandibles. They have six small red eyes, multifaceted like an insect's, and two small antennae behind their heads like an insect. Their coloration is otherwise dull, a mottled combination of green, brown, and yellow, mostly dull yellow along the underside, while the chitinous plates along their back are mostly greenish-brown. While all three varieties of brood lizard look almost identical, they differ in size and proportions. Broodlings, the workers of any brood lizard group, are roughly the size of a housecat, between one and two feet long from nose to hindquarters, with a tail nearly two feet long. Broodlings have a small head with teeth and mandibles so tiny and weak that they aren't any good for combat. The larger broodmates, warriors and hunters of their hive, possess only slightly larger heads but smaller mandibles. Broodmates are nearly the size of human children or adult halflings, measuring three feet from stem to stern and with a tail two feet long, proportionately shorter than a broodling's but still larger and stronger in truth. The leaders of any brood lizard lair are broodqueens, who are nearly as large as adult humans, with a body length of four feet or so, a head half that size with large mandibles, and a tail three to four feet in length. Brood lizards can be found nearly anywhere except underwater or in frigid regions, and they migrate to warmer climes whenever winter approaches their territory. These pests can eat nearly anything organic given enough time, and they rarely get sick from eating the variety of corpses, scorpions, vipers, rodents, birds, and humanoids they often feed upon. Despite their capacity to eat nearly anything organic and their proclivity for living anywhere, brood lizards prefer carnivorous meals and prefer to eat fleshy, muscular things that have plenty of meat. Thus, they often swarm over cattle, grazing horses, sleeping pets, and unwary humanoids, poisoning the victims until the struggling has slowed enough for the swarm to begin feeding on the dying, paralyzed prey. Brood lizards are annoyingly cunning for beasts, possessing intellect similar to dolphins and primates, while the largest and most cunning, broodqueens, are similar to humanoid children in ingenuity and cleverness, without the inhibitions taught to such children. Brood lizards communicate through hisses, screeches, growls, and pheremones, with no intelligible speech. The treasure of brood lizards is generally what remains from humanoid victims, materials merely dragged back to the lair along with the corpse. However, they do not always drag victims back to the lair before feeding on them, so occasionally their treasure is just found wherever the brood lizards attacked and fed upon the victim. [U][B]COMBAT[/B][/U] Brood lizards typically attack with their tail stinger whenever they cannot strike with all limbs at once, in order to quickly weaken and disable a foe with venom. Brood lizards fight as groups, and rarely fight alone. As many as possible will attack the closest target, and others will attack the next-closest target together. They attack only when hunting, protecting their nest, or protecting their broodqueen. If the broodqueen is present, the broodlings and broodmates will spread out to attack multiple targets and try to keep them all away from her, but will still avoid attacking any given target one-on-one. [B][I]Charm[/I] (Sp):[/B] A broodqueen can Charm broodlings and broodmates at will as a spell-like ability. This is considered to be a spell-like effect of the enchantment, charm, and mind-affecting types, and functions as per the Charm Person spell except as follows. This spell-like ability takes a standard action to use, provoking attacks of opportunity normally, and functions as per the spell cast by a caster of level equal to 3 + the broodqueen's racial hit dice. The broodqueen's Charm ability only functions upon broodlings and broodmates, who receive a Will saving throw to negate the effect when it is activated. The DC is equal to 11 + the broodqueen's racial hit dice + the broodqueen's Charisma modifier, so DC 13 typically. If the broodqueen Charms a broodling or broodmate that is already under the control or charm of another creature, such as another broodqueen, the contested control is resolved with an opposed Charisma check by each creature controlling or charming the target at that time. Whoever wins the Charisma check gains or retains control of the subject, and the others lose their control over it or fail to gain control of it, as appropriate; in a tie, control is retained by the first charm or control effect. [B]Poison (Ex):[/B] All brood lizards possess a venomous barb at the end of their tail, so any successful attack they make with their tail stinger has a chance of poisoning the victim. Victims must attempt a Fortitude save against a DC of 10 + the brood lizard's Constitution modifier + one-half the brood lizard's hit dice (rounded down) when stricken by the tail stinger and again 1 minute later. Thus the typical DC for broodling poison is 10, while the DC is typically 11 for broodmates and broodqueens. On a failed save, the victim suffers 1d3 temporary Strength damage, as the brood lizard's muscle-disabling poison weakens the victim until it cannot fight back effectively and cannot flee. This is a natural injury-type poison, with 1d3 temporary Strength damage for the primary damage and the secondary damage. Brood lizards are not naturally immune to their own poison, but their save bonus against poisons does apply. [B]Spell-Like Abilities (Sp):[/B] Broodqueens possess minor magical powers that allow them to defend their colony, clutch, or hive against intruders and also serve to improve the broodqueen's control over her minions. These spell-like abilities each take a standard action to use, provoking attacks of opportunity normally, and function as per the spells of the same name, caster level = the broodqueen's racial hit dice. No minimum ability score is necessary to use these, since they are spell-like. The DC for saving throws against any of these effects, when applicable, is equal to 10 + the broodqueen's Charisma modifier + the level of the spell duplicated. A broodqueen has the following spell-like abilities, useable at will - Hypnotism, Light, Mage Hand, Purify Food and Drink, Ray of Frost, Shield, and Summon Monster I. [U][B]BROOD LIZARD TRAITS[/B][/U] Brood lizards' eyesight, via several tiny eyes, is weaker but better coordinated than that of humans, reducing the range of their normal sight to one-half that of humans. A brood lizard has the following additional traits. [B]Bonus Feats:[/B] All brood lizards receive the Weapon Finesse (Stinger) feat as a racial bonus feat. Broodlings receive the additional racial bonus feat of Multidexterity. Broodmates receive the additional racial bonus feat of Track. Broodqueens receive Multiattack as an additional racial bonus feat. [B]Darkvision (Ex):[/B] Brood lizards may see perfectly well in darkness, out to a distance of 30 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]Narrow Mind (Ex):[/B] A brood lizard possesses a strange hybrid of insectoid and reptilian minds, and it is very limited in its capacity to think and feel. They are unnatural creatures with flawed brains. Brood lizards are limited to the Intelligence score they are listed with, even broodqueens despite their almost humanoid intellect. Brood lizards are immune to mind-affecting effects, except for the racial spell-like abilities of broodqueens. Only the innate hive-manipulating abilities of broodqueens can influence the muddled and primitive minds of brood lizards. [B]Sleepless:[/B] Brood lizards do not sleep, so they are immune to sleep effects, dream effects, and nightmare effects. They are active at all times of day and night. [B]Unnatural Resilience:[/B] Brood lizards receive a +4 racial bonus on Fortitude saving throws against poisons and diseases. [U][B]SKILLS[/B][/U] Brood lizards receive a +8 racial bonus on Climb checks, a +4 racial bonus on Balance checks, and a +4 racial bonus on Search checks. Brood lizards may use their Dexterity modifier in place of Strength modifier for Climb checks when it is favorable. Since they have a natural climb speed, brood lizards can always take 10 on Climb checks regardless of threats or distractions. ---------------------------------------------- [B]Crimson Clockworks[/B] ---------------------------------------------- [B]Crimson Clockwork[/B] [U]Small Construct[/U] [I]Hit Dice:[/I] 2d10 (11 hp) [I]Initiative:[/I] +2 (+2 Dex) [I]Speed:[/I] 30 ft., climb 30 ft. [I]AC:[/I] 18 (+1 size, +2 Dex, +5 natural armor) [I]Attacks:[/I] Sting +4 melee; or [I]produce flame[/I] +4 melee or ranged touch [I]Damage:[/I] Sting 1d4+3, [I]produce flame[/I] 1d4 fire [I]Face/Reach:[/I] 5 ft. by 5 ft./5 ft. [I]Special Attacks:[/I] [I]Produce flame[/I], self-destruct 3d6 fire [I]Special Qualities:[/I] Construct traits, darkvision 60 ft., DR 3/adamantine, fire resistance 15 [I]Saving Throws:[/I] Fortitude +0, Reflex +2, Will +0 [I]Abilities:[/I] Strength 14, Dexterity 15, Constitution --, Intelligence --, Wisdom 10, Charisma 1 [I]Climate/Environment:[/I] Any land [I]Organization:[/I] Solitary, unit (2-5), or cluster (6-12) [I]Challenge Rating:[/I] 3 [I]Treasure:[/I] 2 average fire opals, 1 average ruby [I]Alignment:[/I] Always neutral [I]Advancement:[/I] None ---------------------------------------------- These shiny, bright red constructs vaguely resemble ants and often serve pyromancers or other mages who like to have some automated firepower against intruders on their domain. Crimson clockworks are made of a reddish alloy of metals, covered in red lacquer to be even more fire-retardant. The size of a gnome or halfling, crimson clockworks weigh 40 pounds and stand 2 feet tall, with a body length and width between 2 and 4 feet, with specific dimensions varying somewhat between the models made by different mages. All resemble oversized ants in shape, but instead of mandibles the crimson clockwork has a miniature, cannonlike flame-bolt launcher. Instead of eyes it has three gemstones inset upon its head; a fire opal on either side and a ruby in front, just above the launcher. An articulated stinger extends from the rear of the construct's body, arching over the torso and extending a few feet to reach opponents when needed. A crimson clockwork produces constant ticking and clacking noises from its internal gears, though usually quiet, louder when moving about. Crimson clockworks are often constructed in sets, either as a unit or a cluster, but some mages build only individual crimson clockworks due to the price and time investment. Regardless, they act as individuals under orders, and are incapable of exercising tactics or strategies except as specifically instructed by their controllers. Each clockwork is typically commanded to follow instructions given to a particular name or number, such that a group of clockworks can be commanded to follow different tasks, or all could be commanded at once by omitting the mention of names or model numbers. A crimson clockwork obeys its creator's spoken commands, and the commands of anyone else it is commanded by the creator to obey. It can be commanded to follow the orders of up to three individual controllers at any given time, but by default the creator is its first controller. If orders conflict, it obeys the most recent order. Only the creator may change who the clockwork obeys or no longer obeys (he or she may command it to follow the orders of another individual instead of themselves, if the creator wishes to transfer control entirely, but then the construct's loyalties cannot be further changed). Firagi studying the devices of Aeragi and Gnomish inventors developed the first crimson clockworks, using their own inherant fire magic to their advantage. The plans for crimson clockwork development were later shared with a few other Firagi, etched into heat-resistant metal plates using acid, so as to make the plans easily transported through the Elemental Fire borderlands to other Firagi. Since then, the plans for creating a crimson clockwork have spread slowly to other races, but mages guard their secrets carefully. A DC 18 Knowledge (Architecture & Engineering) check is required to interpret the plans for a crimson clockwork, in addition to either understanding the writing on the plans (even if only through [I]Comprehend Languages[/I], [I]Tongues[/I], or similar effects) or successfully using Decipher Script (DC 20) for that. [B][U]COMBAT[/U][/B] A crimson clockwork fights as commanded, though it can only follow simple commands. If not given specific orders on how to fight, it will close in on designated enemies until close enough for [I]Produce Flame[/I], then it will begin using [I]Produce Flame[/I] to attack the nearest enemy while moving closer, until close enough to begin stinging the target instead. If magically [I]Slowed[/I] or similarly affected, the crimson clockwork alternates each round between movement and attacking, if not already within reach for stinging. Any crimson clockwork reduced to 3 hit points or lower by damage will use its actions to approach the nearest enemy and attempt grappling them, unless otherwise commanded by its controller, as they are created with the intent of self-destructing near enemies when heavily damaged. Crimson clockworks that have no orders, or that have completed their previous orders, will wait idly for new orders. If attacked or otherwise damaged, the clockwork will attack the nearest aggressor or suspected aggressor that it can find. Once all aggressors or suspected aggressors are disposed of, or escape its sight and hearing, the crimson clockwork returns to its previous orders or idle status. Crimson clockworks will not attack their controllers, nor will they attack while following non-combat orders. [B][I]Produce Flame[/I] (Sp):[/B] Crimson clockworks are built with a magical launcher on their head, in place of the mandibles and antennae that any real insect would possess there. This launcher uses a combination of naturally-ignited flames and magic, to alter and launch those flames. In effect, it works like the [I]Produce Flame[/I] spell, as a spell-like ability that the clockwork may use at will. The clockwork is effectively a 1st-level caster for purposes of this spell, dealing 1d4 points of fire damage with each use. It is normally used for ranged attacks, but if so commanded, the clockwork can use the flames for a melee attack. [B]Self-Destruct (Ex/Su):[/B] When a crimson clockwork is destroyed, or when it is commanded to self-destruct by its controller, the construct detonates its internal reservoir of combustible fuel, as well as focusing its imbued fire magic on that reservoir. The result is an explosion that shatters the clockwork and covers a 15-foot-radius spread in flames, dealing 3d6 points of fire damage to everything else within the area, setting flammable materials on fire, and detonating any combustible materials within the area if they take any damage from this blast (after defenses are factored in, such as the hardness of their containers). Victims may attempt a Reflex save (DC 15) for half damage. Nonmagical, nonpsionic, unattended objects receive no saving throw. The blast area is only 10 feet in radius, and the damage only 2d6 points, if the crimson clockwork's supernatural abilities are suppressed somehow. With the explosion and dissipation of the clockwork's magic, its lacquer and alloy are ruined, nothing but slag. [B][U]CRIMSON CLOCKWORK TRAITS[/U][/B] [B]Damage Reduction (Ex):[/B] Crimson clockworks possess Damage Reduction of 3/adamantine, so they ignore the first 3 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, attacks from adamantine weapons or natural weapons, 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, unless they use admantine creations to deal the damage. [B]Darkvision (Ex):[/B] Crimson clockworks 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]Fire Resistance (Ex):[/B] A crimson clockwork's special materials and red-lacquer coating make it resistant to heat, so it has Fire Resistance 15. This reduces the amount of fire damage it suffers each round by 15 points, as an extraordinary quality. [U][B]CREATING A CRIMSON CLOCKWORK[/B][/U] To create a crimson clockwork requires the Craft Construct item creation feat, 5 or more ranks in the Alchemy skill, 5 or more ranks in the Craft (Gemcutting) skill, 8 or more ranks in the Craft (Metalworking) skill, 8 or more ranks in the Knowledge (Architecture & Engineering) skill, a caster level of 5th or higher, and ability to cast (or use as spell-like abilities) the spells [I]Produce Flame[/I] or [I]Flame Arrow[/I], [I]Pyrotechnics[/I], and either [I]Summon Monster III[/I] (or a higher-level version) or [I]Summon Nature's Ally III[/I} (or a higher-level version). Making the body of the crimson clockwork requires one average ruby and two average fire opals, carefully worked with the Craft (Gemcutting) skill for at least 10 days by the construct's creator taking 10 on these checks. It also requires 30 pounds of various base metals to work with, forged by the construct's creator into a special red alloy. These metals cost at least 400 gold pieces to acquire, and the creator will need a forge to work them in. Craft (Metalworking) checks against a DC of 18 must be made to craft the metal body of the construct, until 400 gp worth of work has been completed by the creator for that purpose. One successful Craft (Metalworking) check against DC 20 must then be made to finish the masterwork components of the clockwork. As normal for Craft checks, any failed checks for the crimson clockwork's construction will waste an appropriate amount of raw material, so additional raw material must be used to replace the ruined portions. Artisan's tools for gemcutting, and artisan's tools for metalworking, are necessary for the precious stone preparation and the body's crafting, respectively. Once the body is fully constructed, and the precious stones have been secured in place on its head, the clockwork requires a full tank of fuel for its flames. This costs 80 gold pieces in raw materials, which must then be successfully mixed into the appropriate fuel through an Alchemy check against DC 25. The mixture is inert and worthless if mixed incorrectly, so there is no penalty for failure except the waste of all the alchemical material. Thus the creator may take 20 on the skill check, if they spend 20 times the normal amount of time and gold pieces on raw materials and mixing them. It takes 1 day to mix the raw materials, or 20 days if taking 20 on the check, but an alchemy lab is required for the process. These alchemical processes include the time, effort, and materials used to produce the construct's lacquer. After all of this is completed, the crimson clockwork is animated through an 8-hour ritual that includes casting the appropriate spells listed above, casting each once, and requiring a great deal of chanting and gesturing. The ritual also refines the red lacquer and red metal alloy for greater resistance to heat. 100 gold pieces worth of magical reagents must be expended in the ritual, which binds a minor fire elemental to animate the construct. ----------------------------------------------[/I] [/QUOTE]
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