Detrion

Gish Makai

First Post
Detrion
Medium-size Construct

HD: 17d10 (93 hp)
Initiative: +0
Speed: 5 ft, fly 30 ft (good)
AC: 28 (+18 Natural Armor)
Attacks: 2 Claw +18 (melee)
Damage: Claw 2d8+6
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Eye Beam, Concussive Strike
Special Qualities: Construct, Darkvision 60 ft., Fast Heal 5, Cold Immunity, Fly
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 22, Dex 10, Con --, Int --, Wis 11, Cha 1

Climate/Terrain:Any Underground or Lair
Organization: Solitary
CR: 9
Treasure: None
Alignment: Neutral (Always)
Advancement Range: 18-34 HD (Medium-size), 35-51 HD (Large)

Created eons ago, the detrion are keepers of mighty treasures in lowly places. Someone glancing at a detrion would mistake it for a mechanical beholder, but they would be wrong.

Detrion are spherical creatures with a single eye and limbs that end in pincher-like claws. The detrion are hollow as they house their valued treasure. Within its central cavity, the detrion house a gem of 10,000 gp in value and no smaller. This gem is one of the following: Onyx, Sapphire, Jade, Ruby or Emerald. The eye closes over the gem, sealing it off from would-be thieves.

COMBAT
Detrion prefer to hit their opponents with their eye beam, which is dependant upon the type of gem inside. They do not attack unless they are approached within 10 feet. They can also use their claws for melee combat.

Eye Beam (Su): The detrion can shoot a beam at an opponent up to 60 feet, once every 1d4+1 rounds. The type of beam used depends upon the type of gem inside. The damage from the beam is temporary and lasts for 3d6 hours. A Reflex save (DC 18) negates the draining effect.
Ruby: -1 Strength and 2d6 damage
Emerald: -1 Dexterity and 2d6 damage
Sapphire: -1 Constitution and 2d6 damage
Onyx: -1 Intelligence and 2d6 damage
Jade: -1 Wisdom and 2d6 damage

Suresight (Ex): The detrion can locate invisible and ethereal opponents within 60 feet. This ability is usable 3x/day.

Concussive Strike (Su): Once every 1d4 rounds, the detrion can project one of its melee attacks against a target that is up to 100 feet away. The air ripples as the attack shoots forward, and attack and damage are rolled as normal. The detrion must have a clear line of sight for this to be used.

Flight (Ex): A detrion's body is kept aloft using magic. It can fly at speeds of up to 30 feet as a free action. This ability also grants a permanent feather fall effect with personal range.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

CONSTRUCTION
The detrion costs 85,000 gp to create, which includes 450 for the construction of the body and 75 gp for the ornate medallion. Assembling the body requires a successful Craft (sculpture) check (DC18).
The second requirement is creating the ornate medallion from mithril, which requires a successful Craft (metalworking) check (DC 14).
After the body and medallion are created, the creature must go through an extensive magical ritual that requires a week to complete. Understanding the ritual requires a 14th level character with the Craft Wondrous Item feat.
Completing the ritual drains 1700 XP from the creator and requires bull's strength, gust of wind, limited wish, make whole, see invisibility and true strike.

ORNATE MEDALLION
If the ornate medallion is destroyed, the detrion ceases to function until a new one is created. If the wearer dies but the amulet remains intact, the detrion guards its treasure until it is destroyed.
 

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Hi, Gish,

I think this is a great construct. I would suggest adding "fly" as one of its component spells.

I made up these two abilities to supplement Alejandro Melchor's "Encyclopedia Arcane: Constructs" book (key phrases from which I noticed in your construct's description). Giving it a fly speed of 30 isn't particularly weak, however, so these abilities may be overpowered -- I'd love to know what you think of them:

Improved Flight (Ex)(Special Quality)
The construct can fly at a rate of 60 ft. (average), or its normal movement rate, whichever is higher. If it has the Combat Expertise feat, it can take Flyby attack and any other flight-related combat feat.
Applicable to: All constructs
Prerequisites: must have Extra Limbs: Wings.
Normal: Constructs don't fly, and if they have Extra Limbs: Wings, they fly at their standard move, with a poor maneuverability rating.
Spell Components: fly
Slots: 1

Innate Flight (Su)(Special Quality)
The construct is under the effect of a fly spell, at will, providing a move of 90 feet (good). If it has the Combat Expertise feat, it can take Flyby attack and any other flight-related combat feat.
Applicable to: all constructs
Spell components: fly, limited wish
Slots: 2

Adding the "feather fall" clause to the Innate Flight ability wouldn't be such a bad idea, either.

Thank you for the idea,

- Devon
 
Last edited:


The 'feather fall' is listed under flight.

My apologies for being unclear, Gish.

I had intended to express that you were right to put in the "feather fall" clause, and that I should put it into the Innate Flight ability I had written, because it makes sense.

- Devon
 

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