fangthane
2006-09-17, 05:36 PM
I was listening to the song and thought to myself "I could totally do a construct based on this tune" - so here it is. I present for the Monsters in the Playground (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557461 87;start=0) my design for the
Indefatigable
Huge Construct
Hit Dice: 24d10+40 (172 hp)
Initiative: -2
Speed: 100 ft (20 squares)
Armor Class: 21 (-2 Dex, -2 size, +10 nat'l, +5 deflection), touch 11, flatfooted 21
Base Attack/Grapple: +18/+38
Attack: Slam +28 (2d6+18 )
Full Attack: Charge +30 (2d6+18 )
Space/Reach: 20 ft/10 ft.
Special Attacks: Breath Weapon, Improved Grab, Juice
Special Qualities: damage reduction 10/adamantine and magic, Fast Healing 7, Immunity to Magic, Unstoppable
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 34, Dex 6, Con -, Int -, Wis 8, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always Neutral (reflects contact with owner's alignment, if any)
Advancement: 25-48 HD (Huge)
Level Adjustment: -
You hear it long before it comes in sight; from a distance, it sounds almost musical as its feet thud the ground in staccato percussion which counterpoints the sounds of its workings and the strange, frenetic, flutelike melody which accompanies it on its rampage. When it finally does enter your view, you almost wish it hadn't.
Indefatigables are constructs made primarily of mithral and iron alloys, with an adamantine shell for additional protection and toughness. They measure roughly 20 feet long and about 10 feet tall, and have 4 elephant-like legs on each side of a 10-foot wide body. A set of 4 large humanoid arms set into the front of the construct are capable of delivering its slam attack and grappling opponents for delivery to its Juicer compartment, or to deliver to a location of its owner's designation. Its attuned owner may give it instructions at any time from anywhere within audible range; that owner's voice resonates with the flute integral to the construct. If its owner's voice is altered or removed (through means such as polymorph, for example), an Indefatigable will not recognise its further orders until it has been restored. An Indefatigable whose owner is slain or unavailable continues to carry out any instruction it was given; on completion of that instruction, if applicable, it returns to its most recent location-guardianship duty and adopts a default program set.
They were originally created by the famous gnomish bard, Jaffro the Tall, as a combination of home protection, personal guardianship and transportation. His original, entirely bardic formula for their creation has been lost to time, but certain enterprising wizards have worked out a reasonable substitute. Despite their best efforts to make the design their own, however, none has yet been able to work a design which omits the bard's signature component, a mithral flute of masterful workmanship and great material value. All such attempts result in nonfunctional, but expensive, statuary.
Breath Weapon (Su): 10-foot cube, cloud of dense, superheated steam lasting 1 round, free action every 1d4+1 rounds. Creatures or unattended items susceptible to rust must make a fortitude save or be affected as if by Rusting Grasp (DC 22 negates) with a caster level of 1/3 the Indefatigable's hit dice (round down). Creatures which breathe must make a fortitude save or sustain 1d6 for every 3 hit dice the Indefatigable possesses (DC 22 half damage); for creatures with the Fire subtype, these damage dice increase to 1d8 each. In addition, any creature susceptible to critical hits which fails its fortitude is blinded for 1d4 rounds (Reflex DC 22 negates).
Improved Grab (Ex): An Indefatigable which successfully hits an opponent with its slam attack may immediately initiate a grapple attempt without triggering attacks of opportunity. Success indicates that the creature is carried along for the remainder of the Indefatigable's movement and is grappled, while failure indicates the opponent has been pushed out of the Indefatigable's path.
Immunity to Magic (Ex): An Indefatigable is immune to any spell or spell-like ability which permits spell resistance, except as specified below; in addition it cannot be affected by any spell which interferes with or impedes movement. Certain spells and effects function differently against the creature, as noted below.
Walls of force and similar effects are bypassed and ignored by an Indefatigable, but are not otherwise altered or impaired by its passage.
Any spell with the Electrical descriptor temporarily disrupts an Indefatigable's Fast Healing. Each 6 points of damage which the spell would ordinarily have dealt disrupts the Indefatigable's Fast Healing for one round (minimum 1 round) and it receives no reflex save even if one is normally permitted; it may make a fortitude save against the spell's DC to halve the disruption (minimum 1 round). Multiple disruption effects do not stack; only the longest remaining duration applies.
Any acid-based spell has no effect on an Indefatigable; instead, it allows the Indefatigable to apply +1 per level of the acid spell to its Juice fortitude DCs. Spell levels cast against the creature in this manner are stored until used, but it may add no more than +4 to any single saving throw DC. Unless otherwise specified, default behavior is to add 1d3+1 to each saving throw until the ability is exhausted.
Juice (Su): An opponent who is grappled at the beginning of the Indefatigable's turn automatically sustains slam damage; the Indefatigable may also make an additional grapple check to begin to Juice such a (large or smaller) opponent. If successful, the opponent is crammed into the Juicer compartment where it's bathed in chemicals and compressed. Creatures in the Juicer with a constitution score are damaged 2d4 points of constitution each round they're in the Juicer, with a fortitude save (DC 22, con-based) to negate the ability damage. Unattended items and creatures without a constitution score must make a fortitude save DC 22 or be chemically dissolved, and any creature in the juicer sustains 1d8+12 crushing damage. The juicer may be escaped with an Escape Artist check, DC 48, or by dealing 20 or more points of damage to the hatch (DR 8/adamantine, AC 19) with light or natural piercing or slashing weapons. Once the creature exits, automated repair systems reclaim and replace the hatch; another swallowed opponent must cut its own way out. An Indefatigable's Juicer can hold up to 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Unstoppable (Ex): Any creature of Large or smaller size is completely incapable of affecting an Indefatigable's movement; it simply pushes any resistance aside. Such creatures may attempt to ride the Indefatigable by making a melee touch attack followed by a reflex save (DC 30). Creatures riding the Indefatigable receive a -2 penalty to all attack rolls. A creature of Huge or larger size may attempt to grapple an Indefatigable, and if successful may reduce the Indefatigable's speed by its own base land speed (maximum reduction 50 feet). Each additional huge creature successfully assisting in the grapple reduces the Indefatigable's movement by 10 feet, to a minimum of 20 feet speed. Any creature grappling an Indefatigable in an effort to slow it must make a reflex save, DC 34, or sustain damage as if it had fallen the distance travelled by the Indefatigable in the round; success halves the damage. An Indefatigable is capable of forcing passage through solid stone, earth or metal; passage through stone and earth reduce its movement by half, and solid metal reduces the creature to 1/4 of its normal movement; barriers less than 3 feet thick do not affect its passage and are sundered in its wake. An Indefatigable may turn up to 90 degrees before its movement on any turn, but may only charge or make a double move thereafter. An Indefatigable must move every round, and may choose between a single move, a double move or a charge attack; it may use its single charge attack on any opponent which comes within range during its movement. Rather than plunge off a cliff it will move through the ground and have its speed reduced as noted above.
Construction
An Indefatigable's body is composed primarily of alloyed iron and mithral, and requires at least 30000 pounds of iron and substantial amounts of mithral, as well as adamantine for its armor plating. In total, these components cost 15000 gp. Its design also includes, perforce, a masterwork mithral flute (worth 2500 gold) which must be mounted within the construct's internal ducting system. This flute must be attuned to the construct's eventual owner prior to its incorporation. Assembling the body requires a DC 20 Craft(armorsmithing) or Craft(weaponsmithing) check, while producing the flute requires a DC 20 Craft(instrument) check.
CL 15th; Craft Construct (DMG 303); Acid Splash, Animate Objects, Crushing Hand, Dimension Door, Expeditious Retreat, Fireball, Freedom of Movement, Geas/Quest, Passwall, Transmute Rock to Mud, caster must be at least 14th level; Price 142500 gp; Cost 80000 + 5000 XP
Indefatigable
Huge Construct
Hit Dice: 24d10+40 (172 hp)
Initiative: -2
Speed: 100 ft (20 squares)
Armor Class: 21 (-2 Dex, -2 size, +10 nat'l, +5 deflection), touch 11, flatfooted 21
Base Attack/Grapple: +18/+38
Attack: Slam +28 (2d6+18 )
Full Attack: Charge +30 (2d6+18 )
Space/Reach: 20 ft/10 ft.
Special Attacks: Breath Weapon, Improved Grab, Juice
Special Qualities: damage reduction 10/adamantine and magic, Fast Healing 7, Immunity to Magic, Unstoppable
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 34, Dex 6, Con -, Int -, Wis 8, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always Neutral (reflects contact with owner's alignment, if any)
Advancement: 25-48 HD (Huge)
Level Adjustment: -
You hear it long before it comes in sight; from a distance, it sounds almost musical as its feet thud the ground in staccato percussion which counterpoints the sounds of its workings and the strange, frenetic, flutelike melody which accompanies it on its rampage. When it finally does enter your view, you almost wish it hadn't.
Indefatigables are constructs made primarily of mithral and iron alloys, with an adamantine shell for additional protection and toughness. They measure roughly 20 feet long and about 10 feet tall, and have 4 elephant-like legs on each side of a 10-foot wide body. A set of 4 large humanoid arms set into the front of the construct are capable of delivering its slam attack and grappling opponents for delivery to its Juicer compartment, or to deliver to a location of its owner's designation. Its attuned owner may give it instructions at any time from anywhere within audible range; that owner's voice resonates with the flute integral to the construct. If its owner's voice is altered or removed (through means such as polymorph, for example), an Indefatigable will not recognise its further orders until it has been restored. An Indefatigable whose owner is slain or unavailable continues to carry out any instruction it was given; on completion of that instruction, if applicable, it returns to its most recent location-guardianship duty and adopts a default program set.
They were originally created by the famous gnomish bard, Jaffro the Tall, as a combination of home protection, personal guardianship and transportation. His original, entirely bardic formula for their creation has been lost to time, but certain enterprising wizards have worked out a reasonable substitute. Despite their best efforts to make the design their own, however, none has yet been able to work a design which omits the bard's signature component, a mithral flute of masterful workmanship and great material value. All such attempts result in nonfunctional, but expensive, statuary.
Breath Weapon (Su): 10-foot cube, cloud of dense, superheated steam lasting 1 round, free action every 1d4+1 rounds. Creatures or unattended items susceptible to rust must make a fortitude save or be affected as if by Rusting Grasp (DC 22 negates) with a caster level of 1/3 the Indefatigable's hit dice (round down). Creatures which breathe must make a fortitude save or sustain 1d6 for every 3 hit dice the Indefatigable possesses (DC 22 half damage); for creatures with the Fire subtype, these damage dice increase to 1d8 each. In addition, any creature susceptible to critical hits which fails its fortitude is blinded for 1d4 rounds (Reflex DC 22 negates).
Improved Grab (Ex): An Indefatigable which successfully hits an opponent with its slam attack may immediately initiate a grapple attempt without triggering attacks of opportunity. Success indicates that the creature is carried along for the remainder of the Indefatigable's movement and is grappled, while failure indicates the opponent has been pushed out of the Indefatigable's path.
Immunity to Magic (Ex): An Indefatigable is immune to any spell or spell-like ability which permits spell resistance, except as specified below; in addition it cannot be affected by any spell which interferes with or impedes movement. Certain spells and effects function differently against the creature, as noted below.
Walls of force and similar effects are bypassed and ignored by an Indefatigable, but are not otherwise altered or impaired by its passage.
Any spell with the Electrical descriptor temporarily disrupts an Indefatigable's Fast Healing. Each 6 points of damage which the spell would ordinarily have dealt disrupts the Indefatigable's Fast Healing for one round (minimum 1 round) and it receives no reflex save even if one is normally permitted; it may make a fortitude save against the spell's DC to halve the disruption (minimum 1 round). Multiple disruption effects do not stack; only the longest remaining duration applies.
Any acid-based spell has no effect on an Indefatigable; instead, it allows the Indefatigable to apply +1 per level of the acid spell to its Juice fortitude DCs. Spell levels cast against the creature in this manner are stored until used, but it may add no more than +4 to any single saving throw DC. Unless otherwise specified, default behavior is to add 1d3+1 to each saving throw until the ability is exhausted.
Juice (Su): An opponent who is grappled at the beginning of the Indefatigable's turn automatically sustains slam damage; the Indefatigable may also make an additional grapple check to begin to Juice such a (large or smaller) opponent. If successful, the opponent is crammed into the Juicer compartment where it's bathed in chemicals and compressed. Creatures in the Juicer with a constitution score are damaged 2d4 points of constitution each round they're in the Juicer, with a fortitude save (DC 22, con-based) to negate the ability damage. Unattended items and creatures without a constitution score must make a fortitude save DC 22 or be chemically dissolved, and any creature in the juicer sustains 1d8+12 crushing damage. The juicer may be escaped with an Escape Artist check, DC 48, or by dealing 20 or more points of damage to the hatch (DR 8/adamantine, AC 19) with light or natural piercing or slashing weapons. Once the creature exits, automated repair systems reclaim and replace the hatch; another swallowed opponent must cut its own way out. An Indefatigable's Juicer can hold up to 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Unstoppable (Ex): Any creature of Large or smaller size is completely incapable of affecting an Indefatigable's movement; it simply pushes any resistance aside. Such creatures may attempt to ride the Indefatigable by making a melee touch attack followed by a reflex save (DC 30). Creatures riding the Indefatigable receive a -2 penalty to all attack rolls. A creature of Huge or larger size may attempt to grapple an Indefatigable, and if successful may reduce the Indefatigable's speed by its own base land speed (maximum reduction 50 feet). Each additional huge creature successfully assisting in the grapple reduces the Indefatigable's movement by 10 feet, to a minimum of 20 feet speed. Any creature grappling an Indefatigable in an effort to slow it must make a reflex save, DC 34, or sustain damage as if it had fallen the distance travelled by the Indefatigable in the round; success halves the damage. An Indefatigable is capable of forcing passage through solid stone, earth or metal; passage through stone and earth reduce its movement by half, and solid metal reduces the creature to 1/4 of its normal movement; barriers less than 3 feet thick do not affect its passage and are sundered in its wake. An Indefatigable may turn up to 90 degrees before its movement on any turn, but may only charge or make a double move thereafter. An Indefatigable must move every round, and may choose between a single move, a double move or a charge attack; it may use its single charge attack on any opponent which comes within range during its movement. Rather than plunge off a cliff it will move through the ground and have its speed reduced as noted above.
Construction
An Indefatigable's body is composed primarily of alloyed iron and mithral, and requires at least 30000 pounds of iron and substantial amounts of mithral, as well as adamantine for its armor plating. In total, these components cost 15000 gp. Its design also includes, perforce, a masterwork mithral flute (worth 2500 gold) which must be mounted within the construct's internal ducting system. This flute must be attuned to the construct's eventual owner prior to its incorporation. Assembling the body requires a DC 20 Craft(armorsmithing) or Craft(weaponsmithing) check, while producing the flute requires a DC 20 Craft(instrument) check.
CL 15th; Craft Construct (DMG 303); Acid Splash, Animate Objects, Crushing Hand, Dimension Door, Expeditious Retreat, Fireball, Freedom of Movement, Geas/Quest, Passwall, Transmute Rock to Mud, caster must be at least 14th level; Price 142500 gp; Cost 80000 + 5000 XP