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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1886775" data-attributes="member: 1223"><p><strong>Some Unique Animated Objects</strong></p><p></p><p>So my PCs made a <em>very</em> <a href="http://home.gwi.net/~rdorman/frilond/adv/sum/sm72.htm" target="_blank">unsuccessful foray into the mountain fastness of Hecatesseus</a>. They had hoped to take the wizard by surprise, and were pretty discouraged to have utterly lost that advantage. However, their boldness rattled their enemy so much that he has abandoned his laboratory, taking what equipment he could, and leaving behind his simulacrum to give the intruders a nasty welcome.</p><p></p><p>Hectasseus has laid a powerful incantation onto his workshop that will animate several large features once the PCs enter. I had looked at using animated objects right out of the <em>Monster Manual</em>, but their Challenge Ratings were much too low for my purposes (I’m shooting for an EL 15 encounter, and really didn’t want to use <strong>six Colossal</strong> animated objects.)</p><p></p><p>So I designed some unique animated objects from scratch, with <a href="http://www.enworld.org/forums/showthread.php?t=106601" target="_blank">some inspiration from my fellow EnWorlders</a>. My conclusion? There’s something really wacky with the CRs of MM animated objects. Now granted, unintelligent constructs don’t give one much monster bang for the buck. But what with hardness, these things can absorb a lot of freaking damage before they go boom. So while these things lumber after the PCs, the simulacrum will be blasting them with spells. I could see some deaths here...</p><p></p><p>=====</p><p></p><p><strong>Great Crucible:</strong> unique animated object; CR 8; Large Construct; HD 14d10+30; hp 107; Init +0; Spd 20 ft; AC 21, touch 9, flat-footed 21; BAB +10; Grp +17; Atk/Full Atk +12 melee (1d8+4 and 1d6 fire, slam); Space/Reach 10 ft/10 ft; SQ construct traits, darkvision 60 ft, hardness 10, low-light vision; AL N; SV Fort +4, Ref +4, Will -1; Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1.</p><p></p><p><em>Physical Description: </em>A heavy, iron crucible almost 8 feet across, still burning from the fire, rolling along the floor.</p><p></p><p>=====</p><p></p><p><strong>Heavy Oaken Cabinet:</strong> unique animated object; CR 8; Large Construct; HD 14d10+30; hp 107; Init +0; Spd 20 ft; AC 21, touch 9, flat-footed 21; BAB +10; Grp +17; Atk +12 melee (1d8+3, slam); Full Atk +12 melee (1d8+3, 2 slams); Space/Reach 10 ft/10 ft; SQ construct traits, darkvision 60 ft, hardness 5, low-light vision; AL N; SV Fort +4, Ref +4, Will -1; Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1.</p><p></p><p><em>Physical Description:</em> A tall, wide work-cabinet, its drawers filled with metalworking tools.</p><p></p><p>=====</p><p></p><p><strong>Marble Table:</strong> unique animated object; CR 8; Large Construct; HD 14d10+30; hp 107; Init +0; Spd 40 ft; AC 21, touch -1, flat-footed 21; BAB +10; Grp +17; Atk +12 melee (1d8+3, slam); Full Atk +12 melee (1d8+3, 2 slams); Space/Reach 10 ft/10 ft; SQ construct traits, darkvision 60 ft, hardness 8, improved speed, low-light vision; AL N; SV Fort +4, Ref +4, Will -1; Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1.</p><p></p><p><em>Physical Description:</em> A heavy, marble-topped table with thick oak legs.</p><p></p><p>=====</p><p></p><p><strong>Large Chain:</strong> unique animated object; CR 8; Large Construct; HD 14d10+30; hp 107; Init +0; Spd 20 ft, climb 10 ft; AC 21, touch 9, flat-footed 21; BAB +10; Grp +17; Atk/Full Atk +12 melee (1d8+4, slam); Space/Reach 10 ft/10 ft; SA constrict; SQ construct traits, darkvision 60 ft, hardness 10, low-light vision; AL N; SV Fort +4, Ref +4, Will -1; Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1.</p><p></p><p><strong>Constrict (Ex):</strong> With a successful grapple check the chain does 1d8+4 damage against a creature up to Huge size.</p><p></p><p><em>Physical Description:</em> A heavy iron chain, over 20 feet long.</p><p></p><p>=====</p><p></p><p><strong>Furnace:</strong> unique animated object; CR 12; Huge Construct; HD 17d10+40; hp 133; Init -1; Spd 20 ft; AC 22, touch 7, flat-footed 22; BAB +12; Grp +25; Atk/Full Atk +15 melee (2d6+7 and 1d8 fire, slam); Space/Reach 15 ft/10 ft; SA breath weapon; SQ construct traits, darkvision 60 ft, hardness 8, low-light vision; AL N; SV Fort +4, Ref +3, Will +0; Str 20, Dex 8, Con –, Int –, Wis 1, Cha 1.</p><p></p><p><strong>Breath Weapon (Su):</strong> 50-ft cone of superheated air, once every 1d4 rounds, damage 8d6 fire, Reflex DC 18 half. The save DC is Constitution-based.</p><p></p><p><em>Physical Description:</em> A monstrous brick furnace, with great iron doors and a roaring fire burning in its belly.</p><p></p><p>=====</p><p></p><p><strong>Stone Derrick:</strong> unique animated object; CR 12; Huge Construct; HD 17d10+40; hp 133; Init -1; Spd 60 ft; AC 22, touch 7, flat-footed 22; BAB +12; Grp +25; Atk +15 melee (2d6+5, slam); Full Atk +15 melee (2d6+5, 2 slams); Space/Reach 15 ft/10 ft; SA trample; SQ construct traits, darkvision 60 ft, hardness 10, improved speed, low-light vision; AL N; SV Fort +4, Ref +3, Will +0; Str 20, Dex 8, Con –, Int –, Wis 1, Cha 1.</p><p></p><p><strong>Trample (Ex):</strong> The Derrick can trample Medium or smaller creatures, dealing 2d6+7 damage. Opponents who do not make attacks of opportunity against the Derrick can attempt DC 23 Reflex saves to halve the damage.</p><p></p><p><em>Physical Description:</em> A towering square derrick on stone rollers, supporting a stone crane designed like a muscular arm.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1886775, member: 1223"] [b]Some Unique Animated Objects[/b] So my PCs made a [i]very[/i] [url=http://home.gwi.net/~rdorman/frilond/adv/sum/sm72.htm]unsuccessful foray into the mountain fastness of Hecatesseus[/url]. They had hoped to take the wizard by surprise, and were pretty discouraged to have utterly lost that advantage. However, their boldness rattled their enemy so much that he has abandoned his laboratory, taking what equipment he could, and leaving behind his simulacrum to give the intruders a nasty welcome. Hectasseus has laid a powerful incantation onto his workshop that will animate several large features once the PCs enter. I had looked at using animated objects right out of the [I]Monster Manual[/i], but their Challenge Ratings were much too low for my purposes (I’m shooting for an EL 15 encounter, and really didn’t want to use [b]six Colossal[/b] animated objects.) So I designed some unique animated objects from scratch, with [url=http://www.enworld.org/forums/showthread.php?t=106601]some inspiration from my fellow EnWorlders[/url]. My conclusion? There’s something really wacky with the CRs of MM animated objects. Now granted, unintelligent constructs don’t give one much monster bang for the buck. But what with hardness, these things can absorb a lot of freaking damage before they go boom. So while these things lumber after the PCs, the simulacrum will be blasting them with spells. I could see some deaths here... ===== [B]Great Crucible:[/b] unique animated object; CR 8; Large Construct; HD 14d10+30; hp 107; Init +0; Spd 20 ft; AC 21, touch 9, flat-footed 21; BAB +10; Grp +17; Atk/Full Atk +12 melee (1d8+4 and 1d6 fire, slam); Space/Reach 10 ft/10 ft; SQ construct traits, darkvision 60 ft, hardness 10, low-light vision; AL N; SV Fort +4, Ref +4, Will -1; Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1. [I]Physical Description: [/i]A heavy, iron crucible almost 8 feet across, still burning from the fire, rolling along the floor. ===== [B]Heavy Oaken Cabinet:[/b] unique animated object; CR 8; Large Construct; HD 14d10+30; hp 107; Init +0; Spd 20 ft; AC 21, touch 9, flat-footed 21; BAB +10; Grp +17; Atk +12 melee (1d8+3, slam); Full Atk +12 melee (1d8+3, 2 slams); Space/Reach 10 ft/10 ft; SQ construct traits, darkvision 60 ft, hardness 5, low-light vision; AL N; SV Fort +4, Ref +4, Will -1; Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1. [I]Physical Description:[/i] A tall, wide work-cabinet, its drawers filled with metalworking tools. ===== [B]Marble Table:[/b] unique animated object; CR 8; Large Construct; HD 14d10+30; hp 107; Init +0; Spd 40 ft; AC 21, touch -1, flat-footed 21; BAB +10; Grp +17; Atk +12 melee (1d8+3, slam); Full Atk +12 melee (1d8+3, 2 slams); Space/Reach 10 ft/10 ft; SQ construct traits, darkvision 60 ft, hardness 8, improved speed, low-light vision; AL N; SV Fort +4, Ref +4, Will -1; Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1. [I]Physical Description:[/i] A heavy, marble-topped table with thick oak legs. ===== [B]Large Chain:[/b] unique animated object; CR 8; Large Construct; HD 14d10+30; hp 107; Init +0; Spd 20 ft, climb 10 ft; AC 21, touch 9, flat-footed 21; BAB +10; Grp +17; Atk/Full Atk +12 melee (1d8+4, slam); Space/Reach 10 ft/10 ft; SA constrict; SQ construct traits, darkvision 60 ft, hardness 10, low-light vision; AL N; SV Fort +4, Ref +4, Will -1; Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1. [B]Constrict (Ex):[/b] With a successful grapple check the chain does 1d8+4 damage against a creature up to Huge size. [I]Physical Description:[/i] A heavy iron chain, over 20 feet long. ===== [B]Furnace:[/b] unique animated object; CR 12; Huge Construct; HD 17d10+40; hp 133; Init -1; Spd 20 ft; AC 22, touch 7, flat-footed 22; BAB +12; Grp +25; Atk/Full Atk +15 melee (2d6+7 and 1d8 fire, slam); Space/Reach 15 ft/10 ft; SA breath weapon; SQ construct traits, darkvision 60 ft, hardness 8, low-light vision; AL N; SV Fort +4, Ref +3, Will +0; Str 20, Dex 8, Con –, Int –, Wis 1, Cha 1. [B]Breath Weapon (Su):[/b] 50-ft cone of superheated air, once every 1d4 rounds, damage 8d6 fire, Reflex DC 18 half. The save DC is Constitution-based. [I]Physical Description:[/i] A monstrous brick furnace, with great iron doors and a roaring fire burning in its belly. ===== [B]Stone Derrick:[/b] unique animated object; CR 12; Huge Construct; HD 17d10+40; hp 133; Init -1; Spd 60 ft; AC 22, touch 7, flat-footed 22; BAB +12; Grp +25; Atk +15 melee (2d6+5, slam); Full Atk +15 melee (2d6+5, 2 slams); Space/Reach 15 ft/10 ft; SA trample; SQ construct traits, darkvision 60 ft, hardness 10, improved speed, low-light vision; AL N; SV Fort +4, Ref +3, Will +0; Str 20, Dex 8, Con –, Int –, Wis 1, Cha 1. [B]Trample (Ex):[/b] The Derrick can trample Medium or smaller creatures, dealing 2d6+7 damage. Opponents who do not make attacks of opportunity against the Derrick can attempt DC 23 Reflex saves to halve the damage. [I]Physical Description:[/i] A towering square derrick on stone rollers, supporting a stone crane designed like a muscular arm. [/QUOTE]
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