Return of Creature by Poll - The Creature thus Far

Shade

Monster Junkie
Here's what we've got so far:

  • Diminutive Construct
  • Melee Hurter/Nutcracker
  • Composed mainly of ideas, and possibly planar essence, mineral, and organic to a lesser degree
  • Abilities include arcane fire, opportunist, and precise strike

I'm awaiting 9 votes in poll #6 (as that seems to be our current number of voters).
 

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FYI - I've added some votes, breaking a few ties in favor of Nutcracker (over Melee Hurter), Mineral (shared second place with Planar Essence, but behind Ideas), and Arcane Fire (over Opportunist or Precise Strike - ranged touch attack seemed to fit well for a "nutcracker").

[Edit: I declined to vote on creature type. My choice would have been Fey, creating a tie with Construct, but it's rather pointless to rewind that at this stage...]
 
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Alright, we're ready for round two.

Here's what we've got:

  • Diminutive Construct
  • Melee Hurter/Nutcracker, with a slightly stronger focus towards nutcracker
  • Composed mainly of ideas, and to a lesser extent planar essence and mineral
  • Abilities include arcane fire, opportunist, and precise strike

The following words help define it:

  • irrefragable: impossible to refute.
  • remunerate: to pay an equivalent to for any service, loss, or expense.
  • praxis: exercise or practicing of an art, science, or skill
  • maelstrom: A powerful, destructive whirlpool; a violent, disordered, or turbulent state of affairs.

Here's its starting stat block:

Unforseen, Drenkari
Diminutive Construct (Chaotic, Extraplanar, Swarm)
Hit Dice: 14d10 (77 hp)
Initiative: +12
Speed: Fly 90 ft. (18 squares)(perfect); x ft. in coalesced form
Armor Class: x (+4 size, +8 Dex), touch x, flat-footed x; or x (-1 size, +8 Dex, +x natural) in coalesced form
Base Attack/Grapple: +10/+16 in coalesced form
Attack: Swarm (5d6); in coalesced form slam +17 melee (x+2) or weapon +17 melee (x+2) or gear-chain +17 melee (x+2)
Full Attack: Swarm (5d6); in coalesced form 4 slams +17/+12 melee (x+2) or 4 weapons +17/+12 melee (x+2) or 4 gear-chains +17 melee (x+2)
Space/Reach: 10 ft./0 ft. or 10 ft./10 ft. in coalesced form
Special Attacks: Arcane fire, distraction, gear-chains, morphic weapons, opportunist, precise strike, penetration, spell-like abilities, superior swarm
Special Qualities: Coalesced form, construct traits, darkvision 60 ft., fast healing 10, immune to weapon damage, low-light vision, spell resistance (CR + 10 or 11), swarm traits
Saves: Fort +4, Ref +12, Will +7
Abilities: Str 1 (15 in coalesced form), Dex 27, Con —, Int 18, Wis 16, Cha 19
Skills: Balance +10, Concentration +5, Diplomacy +7, Disable Device +14, Hide +21, Intimidate +9, Jump -3, Knowledge (the planes) +21, Listen +13, Move Silently +13, Open Lock +18, Search +14, Sense Motive +8, Sleight of Hand +9, Spot +20, Survival +3 (+5 following tracks, +5 on other planes), Tumble +13
Feats: Combat Expertise, Dodge, Improved Initiative, Quicken Spell-Like Ability, Spring Attack (B), Weapon Finesse
Environment: Any chaotic-aligned plane
Organization: x
Challenge Rating: x
Treasure: None (see text)
Alignment: Always chaotic neutral
Advancement: -
Level Adjustment: -

Although it doesn't collect treasure, small amounts of special materials (no more than 10 pounds?) such as adamantine may be recovered from its remains.

A drenkari speaks....

Combat

As a swarm, a drenkari prefers to simply engulf enemies and tear away with its component gears, dealing 5d6 points of damage to any creature whose space it occupies at the end of its move. In its coalesced form, a drenkari attacks......

Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.

Distraction (Ex): Any living creature that begins its turn with a drenkari in swarm form in its square is nauseated for 1 round; a DC 17 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.

Gear-Chains (Su): A drenkari in coalesced form may form may use its morphic weapons ability (see below) to form a gear-chain. This is a one-handed weapon that may be used to make trip or disarm attempts, and it grants a +x bonus on such checks. A gear-chain has a reach of X feet, threatens a critical on a X, and deals x? damage on a successful critical hit.

Morphic Weapons (Su): A drenkari in coalesced form may form any light or one-handed manufactured melee weapon from the Player's Handbook as a natural weapon. Each weapon created in this manner replaces one of its slam attacks. Additionally, a drenkari may form gear-chains (see above) with this ability.

Opportunist (Ex): Once per round, the drenkari can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the drenkari's attack of opportunity for that round. Even a drenkari with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Penetration (Ex): The swarm attack of a drenkari is treated as an adamantine magic weapon for the purpose of overcoming damage reduction, and it strikes incorporeal creatures as a magic weapon does. When striking an object, a drenkari ignores any hardness less than 20.

Retribution (Su): Whenever a drenkari takes damage from an attacker (by any source), the attacker immediately takes an equal amount of damage. A successful DC 17 Fortitude saving throw halves the damage. Regardless of the source of the damage to the drenkari, the damage dealt to the attacker by this effect is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like. The save DC is Constitution-based.

Precise Strike (Ex): A drenkari can strike precisely with a light or one-handed piercing weapon, gaining an extra xd6 damage added to its normal damage roll.

When making a precise strike, a drenkari cannot attack with a weapon in her other hand or use a shield. A drenkari's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Spell-Like Abilities (all inevitables have them)

Superior Swarm (Ex): Drenkari swarms are exceptionally dangerous and deal more swarm damage than their Hit Dice would otherwise indicate.

Coalesced Form (Su): As a standard action that provokes attacks of opportunity, a drenkari can switch from its swarm form to its solid form. Retrieving its weapons from their extradimensional pockets is a free action that does not provoke attacks of opportunity. A drenkari does not regain lost hit points when it changes form. It can remain in either form as long as it likes.

In its coalesced form, a drenkari is treated as a Large construct with a space/reach of 10 feet/10 feet. It loses its +4 size bonus to Armor Class and attack rolls, and suffers a -1 size penalty to Armor Class and attack rolls. It gains a +X natural armor bonus from ... It retains the swarm subtype and all the traits associated with that swarm with the exception of its swarm attack and distraction ability. As a swarm of Diminutive creatures, it retains its immunity to weapon damage. If a drenkari is struck with a physical attack, it must make a Concentration check (DC 10 + the number of points of damage dealt by the attack) or revert immediately to swarm form and be nauseated (?) for 1d4 rounds.

In coalesced form, a drenkari gains damage reduction x/lawful. It loses its fly speed, but gains a land speed of X feet.

Fast Healing (Ex): A drenkari heals a certain amount of damage each round as long as it has at least 1 hit point. However, damage dealt by lawful weapons heals at the normal rate.
 
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impossible to refute: maybe it is a logic-based creature. when it has decided something, it has ways of convincing you it is correct. ;)
 


something like Zone of Truth, only with the truth being subjective to the construct's thinking. for example, if it decides that red is really blue, you feel compelled to state that stop signs and firetrucks are blue. ;)
 

That would go well with the anti-inevitable concept. "The marut believes you are guilty...but the little fella seems to have changed its mind." :)
 

it can be used to mediate money disputes: "to pay an equivalent to for any service, loss, or expense."

and whatever it decides is the law. ;)
 

Shade said:
  • remunerate: to pay an equivalent to for any service, loss, or expense.
Perhaps we could broaden this out to include damage etc. Any damage/spell that affects the construct also affects the originater of the said effect.

Regards
Mortis
 

Shade said:
remunerate: to pay an equivalent to for any service, loss, or expense.
Or... the creature makes a point of remunerating the party for any damages done. Killed 3 party members? It leaves the 4th with enough gp to pay for 3 resurrections.

Or it might pay what *it* considers a reasonable price. Maybe it'll repay the deaths of the 3 PCs with 3 of its human prisoners it was holding. Or maybe 3 puppies... Cut off a PC's arm? It'll cut off one of its own arms as repayment (which of course promptly regenerates ;)).

... and you can't really refute that it's a fair payment either! :lol:
 

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