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Living Caltrops
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<blockquote data-quote="BOZ" data-source="post: 479616" data-attributes="member: 1241"><p>i was inspired to create these things from last week's game. let me know what you think - and if you can come up with a better name for them, i just might use it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Living Caltrops</p><p>Fine Construct</p><p>Hit Dice: 1/4d10 (2 hp)</p><p>Initiative: +5 (Dex)</p><p>Speed: 40 ft</p><p>AC: 27 (+8 size, +5 Dex, +4 natural)</p><p>Attacks: Pierce +6 melee</p><p>Damage: Pierce 1d4-2</p><p>Face/Reach: ½ ft by ½ ft/0 ft</p><p>Special Attacks: Attach, trip</p><p>Special Qualities: Construct</p><p>Saves: Fort +0, Ref +5, Will +0</p><p>Abilities: Str 7, Dex 21, Con ---, Int ---, Wis 10, Cha 1</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Spill (4-16), disaster (10-100)</p><p>Challenge Rating: 1/4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: ---</p><p></p><p>“Living caltrops” are miniscule little objects in the shape of a ball, and covered in sharp points. These things are able to move on their own by retracting their spikes, and rolling around on the ground. They are mostly commonly used as guardians for wizards and nobles who fear the intrusion of thieves. They will not attack their creator, and can be programmed to avoid specific individuals or types of people, or to attack only specific types of people or under whatever conditions their creator specifies. These constructs are capable of guarding an entire floor of a structure, but are not able to climb up stairs and are stopped by closed doors or other impassable objects that they cannot fit through. These little things typically range from 1-3 inches in diameter.</p><p></p><p>COMBAT</p><p>“Living Caltrops” have two main modes of attack: As moving caltrops, or as rolling marbles. They will normally set themselves up against their opponents by rolling out to where the opponents are likely to walk to, then extend their spikes and wait until they are nearly stepped on to attack. Once full combat begins, most of them roll around continually, extending their spikes and stopping as a free action. Sometimes, some of them will remain in spheroid form to use their trip attack, causing the victim to fall on even more of the spiky ones. They can still attack creatures that stand still, but cannot trip such creatures.</p><p> Attach (Ex): If a spiky one succeeds at a melee attack or if a creature falls on top of it, it attaches itself to that creature, causing an additional 1d3 points of damage per round that it remains attached. A creature can remove one of these things as a full-round action, causing 1 point of damage to the creature it is attached to. These things can remove themselves at will, by retracting their spikes (this causes no damage to the creature).</p><p> Trip (Ex): If any of the “living caltrops” remain as spheroids, each one can cause a moving creature to trip and fall. The victim must roll a Reflex save (DC 15) or slip on the marble-like construct, falling directly on top of 3d4 spiky ones (this number may be fewer, depending on how many spiky ones are not attached to or underneath other creatures). This attack can occur an unlimited number of times per round, as the spheroids continue to roll on the ground.</p></blockquote><p></p>
[QUOTE="BOZ, post: 479616, member: 1241"] i was inspired to create these things from last week's game. let me know what you think - and if you can come up with a better name for them, i just might use it! :) Living Caltrops Fine Construct Hit Dice: 1/4d10 (2 hp) Initiative: +5 (Dex) Speed: 40 ft AC: 27 (+8 size, +5 Dex, +4 natural) Attacks: Pierce +6 melee Damage: Pierce 1d4-2 Face/Reach: ½ ft by ½ ft/0 ft Special Attacks: Attach, trip Special Qualities: Construct Saves: Fort +0, Ref +5, Will +0 Abilities: Str 7, Dex 21, Con ---, Int ---, Wis 10, Cha 1 Climate/Terrain: Any land and underground Organization: Spill (4-16), disaster (10-100) Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Advancement: --- “Living caltrops” are miniscule little objects in the shape of a ball, and covered in sharp points. These things are able to move on their own by retracting their spikes, and rolling around on the ground. They are mostly commonly used as guardians for wizards and nobles who fear the intrusion of thieves. They will not attack their creator, and can be programmed to avoid specific individuals or types of people, or to attack only specific types of people or under whatever conditions their creator specifies. These constructs are capable of guarding an entire floor of a structure, but are not able to climb up stairs and are stopped by closed doors or other impassable objects that they cannot fit through. These little things typically range from 1-3 inches in diameter. COMBAT “Living Caltrops” have two main modes of attack: As moving caltrops, or as rolling marbles. They will normally set themselves up against their opponents by rolling out to where the opponents are likely to walk to, then extend their spikes and wait until they are nearly stepped on to attack. Once full combat begins, most of them roll around continually, extending their spikes and stopping as a free action. Sometimes, some of them will remain in spheroid form to use their trip attack, causing the victim to fall on even more of the spiky ones. They can still attack creatures that stand still, but cannot trip such creatures. Attach (Ex): If a spiky one succeeds at a melee attack or if a creature falls on top of it, it attaches itself to that creature, causing an additional 1d3 points of damage per round that it remains attached. A creature can remove one of these things as a full-round action, causing 1 point of damage to the creature it is attached to. These things can remove themselves at will, by retracting their spikes (this causes no damage to the creature). Trip (Ex): If any of the “living caltrops” remain as spheroids, each one can cause a moving creature to trip and fall. The victim must roll a Reflex save (DC 15) or slip on the marble-like construct, falling directly on top of 3d4 spiky ones (this number may be fewer, depending on how many spiky ones are not attached to or underneath other creatures). This attack can occur an unlimited number of times per round, as the spheroids continue to roll on the ground. [/QUOTE]
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