Shade
Monster Junkie
Sheen, Drifter
http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens.html
Sheen, Drifter
Medium Construct (Living)
Hit Dice: 3d10+9 (25 hp)
Initiative: +4
Speed: Fly 30 ft. (perfect)(6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Slam +2 melee (1d6)
Full Attack: 3 slams +2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electrical discharge
Special Qualities: Alert, darkvision 60 ft., defensive field, detect resources, flight, immunity to electricity, living construct traits, rapid repair
Saves: Fort +4, Ref +1, Will -2
Abilities: Str 10, Dex 10, Con 16, Int 6, Wis 5, Cha 1
Skills: Listen +6, Spot +6
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary or perimeter (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: —
A lumpy, metallic obloid body floats through the air. Three metal limbs with small metal teeth hang beneath it. Dim lights flicker across the sphere in varying patterns.
Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.
Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.
Drifters fulfill similar functions as walkers, but also serve as a defensive perimieter for a cyst. Drifters are usually deployed within 4 miles of a machine cyst.
A drifter is 4 feet long, 3 feet wide, and weighs 200 pounds.
Sheens speak their own language.
COMBAT
Drifters signal a machine cyst when organic beings trespass within their defensive perimiter. Until reinforcements arrive, drifters harrass intruders with the sharp teeth on their sampler arms and electrical discharges.
Alert (Su): If a drifter senses a danger, it may telepathically alert the other members in its cyst within 4 miles. Other than the range and alerting multiple creatures, this functions as the mental alarm function of the alarm spell.
Defensive Field (Su): Drifters automatically generate a physical protective field. This grants the drifter damage reduction 2/- and resistance to acid 2, cold 2, electricity 2, fire 2, and sonic 2. The defensive field can prevent a total of 12 points of damage per day.
Detect Resources (Ex): A drifter's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the drifter can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the drifter knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the drifter senses the largest cache first.
Electrical Discharge (Su): Five times per day, a drifter can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 2d4 points of electricity damage. Alternatively, if an attacker strikes the drifter with a metallic weapon, the foe takes 2d4 points of electricity damage.
Flight (Su): A drifter's body is supernaturally buoyant. This buoyancy allows it to fly at a speed of 30 feet with perfect maneuverability. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Living Construct Traits: As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action.
A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality).
Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain.
Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.
A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells.
Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.
Magic Susceptibility (Ex): Sheens have vulnerability (+50% damage) to damaging magic.
Rapid Repair (Ex): A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.
A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.
Skills: A drifter has a +4 racial bonus on Listen and Spot checks.
On Oerth
The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.
Originally appeared in Dragon Magazine #258 (1999).
http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens.html
Sheen, Drifter
Medium Construct (Living)
Hit Dice: 3d10+9 (25 hp)
Initiative: +4
Speed: Fly 30 ft. (perfect)(6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Slam +2 melee (1d6)
Full Attack: 3 slams +2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electrical discharge
Special Qualities: Alert, darkvision 60 ft., defensive field, detect resources, flight, immunity to electricity, living construct traits, rapid repair
Saves: Fort +4, Ref +1, Will -2
Abilities: Str 10, Dex 10, Con 16, Int 6, Wis 5, Cha 1
Skills: Listen +6, Spot +6
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary or perimeter (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: —
A lumpy, metallic obloid body floats through the air. Three metal limbs with small metal teeth hang beneath it. Dim lights flicker across the sphere in varying patterns.
Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.
Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.
Drifters fulfill similar functions as walkers, but also serve as a defensive perimieter for a cyst. Drifters are usually deployed within 4 miles of a machine cyst.
A drifter is 4 feet long, 3 feet wide, and weighs 200 pounds.
Sheens speak their own language.
COMBAT
Drifters signal a machine cyst when organic beings trespass within their defensive perimiter. Until reinforcements arrive, drifters harrass intruders with the sharp teeth on their sampler arms and electrical discharges.
Alert (Su): If a drifter senses a danger, it may telepathically alert the other members in its cyst within 4 miles. Other than the range and alerting multiple creatures, this functions as the mental alarm function of the alarm spell.
Defensive Field (Su): Drifters automatically generate a physical protective field. This grants the drifter damage reduction 2/- and resistance to acid 2, cold 2, electricity 2, fire 2, and sonic 2. The defensive field can prevent a total of 12 points of damage per day.
Detect Resources (Ex): A drifter's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the drifter can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the drifter knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the drifter senses the largest cache first.
Electrical Discharge (Su): Five times per day, a drifter can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 2d4 points of electricity damage. Alternatively, if an attacker strikes the drifter with a metallic weapon, the foe takes 2d4 points of electricity damage.
Flight (Su): A drifter's body is supernaturally buoyant. This buoyancy allows it to fly at a speed of 30 feet with perfect maneuverability. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Living Construct Traits: As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action.
A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality).
Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain.
Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.
A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells.
Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.
Magic Susceptibility (Ex): Sheens have vulnerability (+50% damage) to damaging magic.
Rapid Repair (Ex): A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.
A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.
Skills: A drifter has a +4 racial bonus on Listen and Spot checks.
On Oerth
The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.
Originally appeared in Dragon Magazine #258 (1999).
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