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Fax Celestis
2006-07-27, 12:55 PM
Alocathi Refreshment Simulacrum CR 8
Medium CN Construct
Init +5; Senses Darkvision 60', low-light vision; Listen +12, Spot +12
Languages Common, Dwarven, Elven
AC 20, touch 15, flat-footed 15
(+5 Dex, +5 natural)
Hp 66 (12 HD)
Immune Cold
Resist Sonic 10
Fort +4, Ref +9, Will +3
Spd 5 ft. (1 square)
Ranged 3 cans +9 (1d4+3 + 1d4 acid/19-20, x2)
or
4 cans +7 (1d4+3 +1d4 acid/19-20, x2)
Base Atk +9; Grp +10
Combat Options Rapid Shot
Special Options Lethal Cola, Healing Cola, Boosting Cola
Abilities Str 12, Dex 20, Con --, Int 14, Wis 8, Cha 18
Feats Point Blank Shot, Rapid Shot, Ability Focus (Lethal Cola), Ability Focus (Healing Cola), Ability Focus (Boosting Cola)
Skills Bluff +10, Diplomacy +10, Listen +12, Search +12, Spot +12

A wizard from Alocath adventuring in another dimension first discovered the creature named "Cola." Cola was a rectangular human-sized box. It spoke few words but was very friendly. For just two silver pieces, Cola gave a total stranger a refreshing elixir. Once back in Alocath, the wizard resolved to create his own.

The Alocathi Refreshment Simulacrum is a rectangular box standing on one end. It is about three feet wide by about three feet deep, and stands about six feet tall. It wieghs about 300 pounds.

There is a slot at the bottom about seven inches wide, with a small door inside the slot. A small opening large enough to accept a silver piece is located on the right, about four feet up the box. Underneath it are four large square buttons. The top button reads, in Common, "Lethal Cola", while the middle two read, in Common, "Healing Cola" and "Boosting Cola." The bottom reads, in Common, "Water".

When approached, the simulacrum greets the approacher then offers its elixir for two silver pieces. When two silver pieces are put in the metal slot, the simulacrum prompts the pushing of a button. After the user pushes a button, the simulacrum drops the appropriate potion in a metal cylinder through the lower aperture. It can also accept other coins and will make correct change. Both processes are magical conversions.

For some reason (quirk of personality or otherwise), these simulacra never malfunction for their creators. For everyone else, however, there is a good chance (50%) that they will.

First, the machine may accept money, but not give any change due (70%). Sometimes it dismisses the user with a simple taunt: "No Soda For You, Scum." (20%)

Occasionally (10% of the time), it will attack the user with surprising force. If this happens, it will fight until it is at half hit points, when it will give up and offer the elixir.

Simulacra in bad neighborhoods may have a cage around their outer shells. It does not interfere with the coin slot, nor with the soda chute. Treat this as brigandine +3, usable only by the simulacrum.

==Combat==
The cans the simulacrum fire in combat are grenadelike missiles. They deal 1d4+3 bludgeoning damage to any creature hit by the can, and deal an additional 1d4 points of acid damage to all creatures in a 5' radius from the landing point of the can. A successful DC 19 Reflex save will nullify the acid damage.

Lethal Cola
The name is an advertising gimmick. However, imbibing the potion will cause the drinker to fly into a rage (as a first level barbarian) for three rounds. A successful DC 22 Fortitude save will nullify the effect.

Healing Cola
This potion, upon being drunk, will heal the drinker of 2 points of damage and remove the effects of fatigue and exhaustion. A successful DC 22 Fortitude save will nullify the effect.

Boosting Cola
When drunk, this potion will cause the imbiber to believe himself stronger, faster, wiser, and all around better. Unfortunately, he is only half better. The drinker gains a temporary +2 soda bonus to Strength, Dexterity, and Constitution, but suffers a temporary -2 soda penalty to Intelligence, Wisdom, and Charisma. A successful DC 22 Fortitude save will nullify the effect.

Water
This is a simple can of water. It may be saved and stored for later use.

Construction: a block of ice carved into the shape of the simulacrum; rubies (200g), sapphires (200g), and diamonds (200g); Craft Wondrous Item; reincarnation, animate objects, magic mouth, permanency; 7,000g + 700xp.

soylentplaid
2006-07-27, 04:00 PM
Brilliant. Be sure to add a Greater Alocathi Refreshment Simulacrum that has the following options: Spine Of The World Dew, Cleric Pepper, Deadly Cola (forces a frenzy), Iced Giant Tea (DR 5/cold for three rounds) and Diet Healing Cola.

Fax Celestis
2006-07-27, 04:04 PM
I was also thinking a Can of Sprite: when you open it, a fairy flies out, casts entangle, and flies away, but you're not fatigued anymore.

MandibleBones
2006-07-27, 04:45 PM
Fort save for Cola Addiction after a certain amount, maybe?

knightsaline
2006-08-06, 11:54 PM
what about "crimson male bovine"? all i can think of is that it makes concentration checks harder (due to the high energy level)

DarkSunLord1
2010-03-01, 01:16 AM
This creature has been done before. I first saw its stats in the Second Edition D&D Encyclopedia Magica (if I have the name spelled right), which was a four-volume collection of magic items and other wierd stuff. The cola simulacurm was in the first volume.