View Full Version : Govinspawn "Faceless Slayer" [Monster]

2006-10-05, 12:33 AM
Govinspawn, Faceless Slayer
Size/Type: Medium Construct (Extraplaner, Evil)
Hit Dice: 10d10+20 (75 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 23 (10 Base, +0 size, +5 Dex, +8 natural), touch 15, flatfooted 18
Base Attack/Grapple: +7/+10
Attack: 1 razorhook +10 melee (1d8+3, and Taint; Piercing, Magic and Evil; 20/x3)
Full Attack: 2 razorhooks +10/+10 melee (1d8+3 and Taint; Piercing, Magic and Evil; 20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tainted Weapons (Su),
Special Qualities: Bound Soul (Ex), Construct Traits, DR 10/good and magic, Fast Healing 3, Mortal Seeming (Su), Evil Grace (Su),
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 16, Dex 20, Con --, Int 11, Wis 12, Cha 06
Skills: Balance +9 (2r, Dx5, Syn2), Disguise +18 (5r, Ch-2, Race5, Seeming10), Jump +11 (6r, St3, Syn2), Tumble +20 (13r, Dx5, Syn2),
Feats: Improved Initiative, Dodge, Mobility, Spring Attack
Environment: N/A
Organization: Thumb (1), Fingers (2) or Fist (5)
Challenge Rating:8
Treasure: Typically none.
Alignment: Neutral Evil
Advancement: 11-15 HD (Medium), 16-30 HD (Large). Although custom made Govinspawn are often advanced by class, the Faceless Slayer model is advanced as above.
Level Adjustment: –

The only warning of the attack was a sudden whirling at the end of your vision, before you saw it ... a tall, muscular yet dreadfully graceful manlike figure, but where mouth and nose should be on a man, just a featureless flatness. Hooks filed down to razors slice open its poor victim, but before anyone can react, the person ... monster ... thing, was already gone, running down the street with a liquid finesse...

Govinspawn. The children of a sterile body but a fertile mind, unconcerned with moralities. Where the night hags do trade across the Abyssal and Infernal realms in lemures and lesser souls, trading wealth for power and influence, Govin sought a better market, better tools. Neither the machinations of Infernal Law, nor the endless permutations of Abyssal Chaos seemed most suitable to represent his creations, the echoes he would fondly yet sardonically call his children.

So, spurning both the Tanarii and the Baatezu, Govin set forth to work in the place he felt best suited his plans; the Grey Waste. Here, in the most dolorous places of the plane dedicated to the pure despair of evil unfettered he began his work. He built his first servant from the very planar matter itself, bathed it in distilled essence of that realm. But it lacked the spark that would make it anything more than an automata; an automata that exuded palpable evil, but nonetheless still an automata. A soul was needed; one that was sophisticated enough to understand subtleties, yet malleable enough to control. The petitioners of the planes lacked sophistication; the servant currency of the night hags, too, was sadly lacking, and a night hag's soul, though subtle beyond measure, was too difficult to control; a child so made would be too rebellious for Govin's taste.

And so he turned to Carceri, making a bargain with the keepers of that prison plane. He would be allowed to tempt the imprisoned beings and souls of that plane with an offer that would grant them freedom, but would, in fact, bind them all the tighter to Carceri upon the destruction of the construct body that would be their binding sigil. There were, after all, many desperate souls who would clutch at the hope of escape before their emotions were fully muted by the plane's traits.

Since that time, the secret of their creation has been happened upon by a precious few - yet something of the process seems to attract unhealthy attention, for each new discoverer of the ritual has been found dead (with precautions taken to prevent resurrection for those few who were not outsiders and thus incapable of being raised or resurrected) within weeks of their success.

Each Govinspawn is a custom creation; the statistics block above represents the only 'common' model known to exist, the Faceless Slayer. It is believed by many that the Faceless Slayers were Govin's first creations, and that his later work has benefitted from what he has learned of his earlier ... mistakes.

Combat and Tactics
Faceless Slayers will often strike from surprise, dropping their Mortal Seeming as they attack, taking full advantage of their Mobility and Spring Attack Feats. A lone Faceless Slayer will attempt to harry a foe repeatedly so that it cannot counterattack effectively; a duo will alternate attacks on a single target where possible, a fist will use modified wolfpack tactics to tear their targets down one by one. Faced with an equally mobile foe, they will attempt to take the battle to a place that restricts their opponent's mobility and engage there.

Construct Traits
No Constitution score, Low Light Vision, Darkvision 60 ft., Immunity to all mind-affecting effects, Immunity to poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any affect requiring a Fortitude save unless it is harmless or also affects objects. No risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Cannot be raised or ressurrected. Does not need to eat, sleep or breathe. Cannot heal naturally.

Tainted Weapons (Su): A Faceless Slayer's Razorhooks are infused with the essence of pure evil that permeates the Grey Waste. They inflict an extra 1d6 of damage against good aligned creatures, and creatures with the good subtype.

Anyone hit by the weapons must make a Fortitude Save (DC 13 [Cha based]) or take 1d2 Con damage. Death Ward, or immunity to negative energy effects prevents this. The effect does not aid undead, but neither does it hinder them.

In an antimagic area or if the fleshhooks are suppressed by targetted dispel magic, the extra 1d6 damage vs. good-aligned and good subtyped creatures is lost, but the Fortitude Save is still required.

Mortal Seeming (Su): The enchantments woven into a Faceless Slayer allow it to disguise itself as a humanoid or giant of the same size as itself, granting it a +10 circumstance bonus to its disguise check. The Seeming is dispelled when it makes an attack with its razorhooks; the Faceless Slayer can reactivate it as a standard action, though doing so in front of witnesses tends to make it less effective (only granting a +2 circumstance bonus to Disguise in such cases.)

Evil Grace (Su): Faceless Slayers gain a +2 deflection bonus to armour class versus good aligned creatures, and a +2 resistance bonus to saves against good spells and spells cast by good-aligned casters. They do not gain the other benefits of Protection from Good (hedging supernaturals, et cetera).

Bound Soul (Ex): Faceless Slayers have one particular vulnerability due to their highly unusual construction. A Freedom spell cast upon them forces them to make a Will Save against the DC of the spell (normally DC 19 + caster stat mod), or the soul powering the construct is instantly freed. As this is usually a prisoner of Carceri's soul, its manifestation is left up to the GM.

Skills: Faceless Slayers gain a +5 racial bonus to disguise checks.

Notes: In the Grey Waste or Carceri, a Faceless Slayer's Fast Healing doubles to 6.

2006-10-31, 11:56 PM
So, erm, how do I mark an entry as looking for criticism/comments/suggestions?

2006-11-01, 12:14 AM
Its automatically assumed, We used to use (PEACH) however.

I would give it a through look but to sleepy tonight.

2006-11-01, 09:52 AM
I don't usually critique mechanics unless they seem way out of line, and I did not see anything that jumped out at me as being way out of line. As far as the flavor goes, I really like it. I'm not familiar with much of the planes because I usually do not incorporate them IMC, but the idea of an imprisoned soul agreeing to temporary freedom to fuel a construct is very cool.

Good luck.