Shade
Monster Junkie
Tin Man
http://www.enworld.org/showthread.php?p=3824835#post3824835
Tin Man
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Full Attack: 2 slams +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., deactivation, immunity to magic, low-light vision, nigh indestructible, reflective surface, seize
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -
The humanoid-shaped automaton before you appears to be covered in shiny tin. It carries a battleaxe.
A tin man is a type of golem. Once activated using the specific command word, a tin man always speaks when spoken to, but it has no brain and offers only random comments or answers to any questions.
A tin man stands 6 feet tall and weighs 500 pounds.
COMBAT
A tin man is a straightforward combatant, approaching the nearest opponent and slamming with its fists or slashing with an axe until it or the opponent has stopped moving.
Deactivation (Ex): A tin man is encoded with a specific command word (such as "Zihweeg") which immediately renders it inert. This same command word reactivates the tin man if it is immobilized due to deactivation (but not due to damage).
Immunity to Magic (Ex): A tin man is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Any spell with cold or water descriptor deals no damage but causes the golem to seize up (see seize).
Nigh Indestructible (Su): When reduced to 0 or fewer hit points by non-fire sources, a tin man is not destroyed, merely immobilized. Only fire can cause sufficient structural damage to destroy a tin man.
Reflective Surface (Ex): The tin man's shiny surface deflects all rays, lines, cones, and even magic missile spells. Check for reflection before rolling to overcome the creature’s spell resistance. Roll 1d8 to determine the direction of the reflection, with 1 being straight back at the source of the effect and 2 through 8 counting clockwise around the tin man. Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or suffer the full effect.
Seize (Ex): A tin man is immune to cold damage, but if it is targeted by or caught within the area of a cold or water-based effect (such as being struck by a frost weapon, a ray of frost, or within the area of a sleet storm) will cause the tin man to seize up and become immobile in 1d4 rounds. A tin man in temperatures less than 32 degrees F or exposed to water equivalent to a rainstorm or greater will also render it immobile in 1d4 rounds. A full round spent oiling the tin man’s joints will allow it to move freely again.
Construction
The materials involved in the construction of a tin golem's body are inexpensive (400 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 20 Craft (armorsmithing) or a DC 20 Craft (weaponsmithing) check. The body is then infused with with magial energies and components that turn the inanimate metal into a construct.
CL 5th; Craft Construct, bull's strength, grease, misdirection, caster must be at least 5th level; Price 6,400 gp; Cost 3,400 gp + 240 XP.
Originally appeared in I11: Needle (1987).
http://www.enworld.org/showthread.php?p=3824835#post3824835
Tin Man
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Full Attack: 2 slams +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., deactivation, immunity to magic, low-light vision, nigh indestructible, reflective surface, seize
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -
The humanoid-shaped automaton before you appears to be covered in shiny tin. It carries a battleaxe.
A tin man is a type of golem. Once activated using the specific command word, a tin man always speaks when spoken to, but it has no brain and offers only random comments or answers to any questions.
A tin man stands 6 feet tall and weighs 500 pounds.
COMBAT
A tin man is a straightforward combatant, approaching the nearest opponent and slamming with its fists or slashing with an axe until it or the opponent has stopped moving.
Deactivation (Ex): A tin man is encoded with a specific command word (such as "Zihweeg") which immediately renders it inert. This same command word reactivates the tin man if it is immobilized due to deactivation (but not due to damage).
Immunity to Magic (Ex): A tin man is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Any spell with cold or water descriptor deals no damage but causes the golem to seize up (see seize).
Nigh Indestructible (Su): When reduced to 0 or fewer hit points by non-fire sources, a tin man is not destroyed, merely immobilized. Only fire can cause sufficient structural damage to destroy a tin man.
Reflective Surface (Ex): The tin man's shiny surface deflects all rays, lines, cones, and even magic missile spells. Check for reflection before rolling to overcome the creature’s spell resistance. Roll 1d8 to determine the direction of the reflection, with 1 being straight back at the source of the effect and 2 through 8 counting clockwise around the tin man. Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or suffer the full effect.
Seize (Ex): A tin man is immune to cold damage, but if it is targeted by or caught within the area of a cold or water-based effect (such as being struck by a frost weapon, a ray of frost, or within the area of a sleet storm) will cause the tin man to seize up and become immobile in 1d4 rounds. A tin man in temperatures less than 32 degrees F or exposed to water equivalent to a rainstorm or greater will also render it immobile in 1d4 rounds. A full round spent oiling the tin man’s joints will allow it to move freely again.
Construction
The materials involved in the construction of a tin golem's body are inexpensive (400 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 20 Craft (armorsmithing) or a DC 20 Craft (weaponsmithing) check. The body is then infused with with magial energies and components that turn the inanimate metal into a construct.
CL 5th; Craft Construct, bull's strength, grease, misdirection, caster must be at least 5th level; Price 6,400 gp; Cost 3,400 gp + 240 XP.
Originally appeared in I11: Needle (1987).
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