Devon
First Post
Hi, folks,
Here are a couple of flying constructs I made. Similar power level, but different roles. Hope you like them. Please let me know if you see any possible problems or errors.
- Devon
Hawksaw (Small Construct)
Hit Dice: 3d10 (16 hp)
Initiative: +2 Dex
Speed: 10 ft., fly 40 ft (good)
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks: saw +3 melee, tail +1 melee touch
Damage: saw 1d6, tail 1d6 electricity + shock
Face/Reach: 5 ft by 5 ft/ 5 ft
Special attacks: tear, shock, rush
Special Qualities: construct
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 10, Dex 15, Con --, Int 2, Wis 12, Cha 6
Climate/Terrain: any land or underground
Organization: solitary or gang (4 - 11)
Challenge Rating: 2
Treasure: none
Alignment: always neutral
Advancement: 4 - 6 HD (Small), 7 - 12 HD (Medium)
Hawksaws are small, flying constructs with buzz saws designed to incapacitate or eliminate intruders.
Hawksaws have a round, metal shell, the center of which is dominated by a vertical rotating saw blade, on either side of which is an eye and a mechanical wing. A long, prehensile tail dangles from behind, terminating in a two-pronged prod, whipping around, crackling with electricity. On the ground, the wings can fold to become rudimentary legs. The hawksaw can also cling bat-like to a wall or ceiling.
Combat:
A hawksaw flies in to attack directly, cutting with its saw blade and whipping with its tail until the victim is paralyzed or dead.
Shock (Ex): A hawksaw's tail is charged with electricity, and on a successful melee touch attack, the victim must also make a Fortitude save (DC 11) or be paralyzed for 1d4 rounds.
Tear (Ex): If a hawksaw's tail and saw both successfully strike a victim, then the saw is able to tear into the opponent, doing an additional 2d6 damage.
Rush (Ex): A grounded hawksaw can use its saw to tear across the ground at a speed of 40 ft., but it takes 1d2-1 damage every round it uses this ability.
Construction:
The hawksaw costs 16,000 gp to create, which includes 300gp for the body. A successful Craft (armorsmithing or weaponsmithing) check (DC 14) is required. The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 320 XP from the creator and requires shocking grasp, geas/quest, limited wish, and polymorph any object.
Skullwing (Small Construct)
Hit Dice: 3d10 (16 hp)
Initiative: +1 Dex
Speed: 10 ft., fly 30 ft (average)
AC: 15 (+1 size, +1 Dex, +3 natural)
Attacks: gore +2 melee, 2 claws +0 melee; or bite +2 melee, gore +0 melee
Damage: gore 1d6 + chill, claw 1d3, bite 1d6 + blood drain
Face/Reach: 5 ft by 5 ft/ 5 ft
Special attacks: blood drain, chill, immunities
Special Qualities: construct
Saves: Fort +1, Ref +2, Will +
Abilities: Str 10, Dex 13, Con --, Int 4, Wis 10, Cha 12
Climate/Terrain: any land or underground
Organization: solitary or gang (4 - 11)
Challenge Rating: 3
Treasure: none
Alignment: always neutral
Advancement: 4 - 6 HD (Small), 7 - 12 HD (Medium)
The Skullwing is a flying skeletal construct which drains blood, a disturbing amalgam of animal skulls.
The construct is made from a large, feline hip bone topped with the skull and neck of a large vulture or other bird of prey. From the hip sockets emerge a pair of leathery bat wings, and the construct's feet are a pair of smaller skulls with prominent canines, attached to the hip with interlocking vertebrae.
Combat:
The Skullwing dives into its opponents with its sharpened beak. When it cannot dive, it will attack with its beak and claws. To bring down difficult opponents, it will bring its claws together for a blood-draining bite, followed up with a gore attack from the beak.
Blood drain (Ex): When the horrible claws of the skullwing come together for a bite, it can drain blood. If the skullwing successfully strikes with its bite, the victim must make a Fortitude save (DC 11) or lose 1d3 temporary Con.
Chill (Su): The beak of the skullwing is infused with negative energy. On a successful melee attack, the beak does an additional 1d4 points of cold damage, and the victim must make a Fortitude save (DC 11) or lose 1d3 Dex from the chilling cold.
Immunities (Ex): Like skeletons, skullwings have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Construction:
The skullwing costs 16,000 gp to create, which includes 100 gp for the construction of the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 13). The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 320 XP from the creator and requires, geas/quest, limited wish, polymorph any object, and chill touch.
Here are a couple of flying constructs I made. Similar power level, but different roles. Hope you like them. Please let me know if you see any possible problems or errors.
- Devon
Hawksaw (Small Construct)
Hit Dice: 3d10 (16 hp)
Initiative: +2 Dex
Speed: 10 ft., fly 40 ft (good)
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks: saw +3 melee, tail +1 melee touch
Damage: saw 1d6, tail 1d6 electricity + shock
Face/Reach: 5 ft by 5 ft/ 5 ft
Special attacks: tear, shock, rush
Special Qualities: construct
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 10, Dex 15, Con --, Int 2, Wis 12, Cha 6
Climate/Terrain: any land or underground
Organization: solitary or gang (4 - 11)
Challenge Rating: 2
Treasure: none
Alignment: always neutral
Advancement: 4 - 6 HD (Small), 7 - 12 HD (Medium)
Hawksaws are small, flying constructs with buzz saws designed to incapacitate or eliminate intruders.
Hawksaws have a round, metal shell, the center of which is dominated by a vertical rotating saw blade, on either side of which is an eye and a mechanical wing. A long, prehensile tail dangles from behind, terminating in a two-pronged prod, whipping around, crackling with electricity. On the ground, the wings can fold to become rudimentary legs. The hawksaw can also cling bat-like to a wall or ceiling.
Combat:
A hawksaw flies in to attack directly, cutting with its saw blade and whipping with its tail until the victim is paralyzed or dead.
Shock (Ex): A hawksaw's tail is charged with electricity, and on a successful melee touch attack, the victim must also make a Fortitude save (DC 11) or be paralyzed for 1d4 rounds.
Tear (Ex): If a hawksaw's tail and saw both successfully strike a victim, then the saw is able to tear into the opponent, doing an additional 2d6 damage.
Rush (Ex): A grounded hawksaw can use its saw to tear across the ground at a speed of 40 ft., but it takes 1d2-1 damage every round it uses this ability.
Construction:
The hawksaw costs 16,000 gp to create, which includes 300gp for the body. A successful Craft (armorsmithing or weaponsmithing) check (DC 14) is required. The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 320 XP from the creator and requires shocking grasp, geas/quest, limited wish, and polymorph any object.
Skullwing (Small Construct)
Hit Dice: 3d10 (16 hp)
Initiative: +1 Dex
Speed: 10 ft., fly 30 ft (average)
AC: 15 (+1 size, +1 Dex, +3 natural)
Attacks: gore +2 melee, 2 claws +0 melee; or bite +2 melee, gore +0 melee
Damage: gore 1d6 + chill, claw 1d3, bite 1d6 + blood drain
Face/Reach: 5 ft by 5 ft/ 5 ft
Special attacks: blood drain, chill, immunities
Special Qualities: construct
Saves: Fort +1, Ref +2, Will +
Abilities: Str 10, Dex 13, Con --, Int 4, Wis 10, Cha 12
Climate/Terrain: any land or underground
Organization: solitary or gang (4 - 11)
Challenge Rating: 3
Treasure: none
Alignment: always neutral
Advancement: 4 - 6 HD (Small), 7 - 12 HD (Medium)
The Skullwing is a flying skeletal construct which drains blood, a disturbing amalgam of animal skulls.
The construct is made from a large, feline hip bone topped with the skull and neck of a large vulture or other bird of prey. From the hip sockets emerge a pair of leathery bat wings, and the construct's feet are a pair of smaller skulls with prominent canines, attached to the hip with interlocking vertebrae.
Combat:
The Skullwing dives into its opponents with its sharpened beak. When it cannot dive, it will attack with its beak and claws. To bring down difficult opponents, it will bring its claws together for a blood-draining bite, followed up with a gore attack from the beak.
Blood drain (Ex): When the horrible claws of the skullwing come together for a bite, it can drain blood. If the skullwing successfully strikes with its bite, the victim must make a Fortitude save (DC 11) or lose 1d3 temporary Con.
Chill (Su): The beak of the skullwing is infused with negative energy. On a successful melee attack, the beak does an additional 1d4 points of cold damage, and the victim must make a Fortitude save (DC 11) or lose 1d3 Dex from the chilling cold.
Immunities (Ex): Like skeletons, skullwings have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Construction:
The skullwing costs 16,000 gp to create, which includes 100 gp for the construction of the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 13). The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 320 XP from the creator and requires, geas/quest, limited wish, polymorph any object, and chill touch.