Baphomet
2012-05-11, 04:07 AM
In the game I'm running, the local wizard queen needs a way to arrest the plebs causing trouble and rioting in the streets below her pristine flying castle. For that purpose, I have created the Cloak. Individually frail, but masters of battlefield control and with a quick escape button. I am thinking she has a total of maybe 15, with about three appearing at the scene at any given time. Let me know what you think.
http://i50.tinypic.com/517khc.jpg
Cloak
Cloaks are magical law-enforcement constructs in a high-magic city. Tasked with keeping the local matriarch's dungeons fully stocked, these unthinking creatures teleport onto the scenes of disasters or large crimes and immediately attempt to arrest everyone present. When hovering at rest, they might appear to be an extremely tall, thin, hooded figure draped in a long cape. However, the cape is actually twelve long, thin, independently-mobile strips of canvas-like fabric which hang down from what appears to be the head and shoulders of the creature. The head, shoulders, and tendrils make up the entirety of the construct; there are neither body nor limbs concealed within the cape.
Cloaks are programmed for hit-and-run tactics. They enter the scene of the crime, put up walls using their confine ability if there is a large crowd, then attempt to hit as many creatures as possible with their teleporting grasp. They then immediately recharge to go for another run. The mages in charge of Cloak activity rotate which Cloaks are active in order to keep Cloak presence as constant as possible at the scene; when one Cloak returns to recharge there is usually another that is ready to go. Most citizens actually believe that Cloaks immediately return after teleporting because of this.
Size/Type: Large Construct
Hit Dice: 10d10 +30 (85 hp)
Initiative: +14
Speed: Fly 60 ft. (good)
Armor class: 26 (-1 size, +10 Dex, +8 Natural Armor), Touch 19, Flat-footed 17
Base Attack/Grapple: +3/+3
Attack: --
Space/Reach: 10 ft./5 ft.
Special Attacks: Teleporting Grasp, Confine, Teleportation
Special Qualities: Construct traits, Damage reduction 10/slashing, Darkvision 60 ft., Recharge, Tendrils, Life Detection 120 ft., Improved Initiative, Lightning Reflexes
Saves: Fort +1, Ref +15, Will +1
Abilities: Str 10, Dex 30, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary or gang (2-6)
Challenge Rating: 10
Treasure: None
Alignment: Always Lawful Neutral
Advancement: --
Level Adjustment: --
Recharge (Ex): Cloaks have an internal "battery" of magical energy that fuels their abilities. Using certain abilities expends charges from this battery. The battery holds 15 charges when full. Once the battery is empty, the Cloak must return to a specially-designed recharging dock, which replenishes its charges fully at a rate of 1 charge/round. Cloaks are treated as helpless when connected to their recharging docks and may take no actions except to detach themselves from the dock, but gain fast healing 2.
Tendrils (Ex): Cloaks have 12 tendrils made of magically-reinforced canvas-like material. Whenever a Cloak takes at least 5 points of slashing damage, it loses 1d4 of these tendrils. One missing tendril is reattached per minute on the recharging dock. These tendrils are very long, giving the Cloak a reach of 15 ft.
Teleporting Grasp (Su): As a standard action, the Cloak may spend 1 charge to initiate a Teleporting Grasp against any enemies within its range. It makes up to as many touch attacks against targets within range as it has tendrils, and may spend 1 charge on each target per successful touch attack against that target. The Cloak then teleports back to its recharging dock, and all targets must make a Will save whose DC equals 5 * the number of charges the cloak expended on them (max 30) or else be teleported into specially-designated holding cells. Targets fill the available cells individually in order. If all cells are full, then they are filled two to a cell in order, then three, etc.
Confine (Sp): The Cloak may expend 5 charges to create either a 10 ft high by 60 ft. wide wall or a fully-enclosed 10 ft cube at a range of 100 ft. These barriers are made of shimmering, translucent blue magical energy and persist for 10 minutes. The barrier has hardness 12 and 30 hit points and can be broken by a DC 27 Strength check. Destroying any portion of the barrier destroys the entire barrier.
Teleportation (Sp): Cloaks may expend 1 charge to teleport unerringly anywhere within 20 miles of their recharging dock as a move action (self only).
Life Detection (Su): Cloaks can detect living creatures within 120 feet, even through solid objects, invisibility, darkness, or any other effect that would hinder the Cloak's ability to see. This counts as a scrying effect, and is blocked by effects that block or hinder scrying. At least 1 inch of solid lead between the cloak and a living creature also blocks this effect.
Improved Initiative (Ex): Cloaks have a +4 bonus to initiative rolls.
Lightning Reflexes (Ex): Cloaks have a +4 bonus to Reflex saves.
http://i50.tinypic.com/517khc.jpg
Cloak
Cloaks are magical law-enforcement constructs in a high-magic city. Tasked with keeping the local matriarch's dungeons fully stocked, these unthinking creatures teleport onto the scenes of disasters or large crimes and immediately attempt to arrest everyone present. When hovering at rest, they might appear to be an extremely tall, thin, hooded figure draped in a long cape. However, the cape is actually twelve long, thin, independently-mobile strips of canvas-like fabric which hang down from what appears to be the head and shoulders of the creature. The head, shoulders, and tendrils make up the entirety of the construct; there are neither body nor limbs concealed within the cape.
Cloaks are programmed for hit-and-run tactics. They enter the scene of the crime, put up walls using their confine ability if there is a large crowd, then attempt to hit as many creatures as possible with their teleporting grasp. They then immediately recharge to go for another run. The mages in charge of Cloak activity rotate which Cloaks are active in order to keep Cloak presence as constant as possible at the scene; when one Cloak returns to recharge there is usually another that is ready to go. Most citizens actually believe that Cloaks immediately return after teleporting because of this.
Size/Type: Large Construct
Hit Dice: 10d10 +30 (85 hp)
Initiative: +14
Speed: Fly 60 ft. (good)
Armor class: 26 (-1 size, +10 Dex, +8 Natural Armor), Touch 19, Flat-footed 17
Base Attack/Grapple: +3/+3
Attack: --
Space/Reach: 10 ft./5 ft.
Special Attacks: Teleporting Grasp, Confine, Teleportation
Special Qualities: Construct traits, Damage reduction 10/slashing, Darkvision 60 ft., Recharge, Tendrils, Life Detection 120 ft., Improved Initiative, Lightning Reflexes
Saves: Fort +1, Ref +15, Will +1
Abilities: Str 10, Dex 30, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary or gang (2-6)
Challenge Rating: 10
Treasure: None
Alignment: Always Lawful Neutral
Advancement: --
Level Adjustment: --
Recharge (Ex): Cloaks have an internal "battery" of magical energy that fuels their abilities. Using certain abilities expends charges from this battery. The battery holds 15 charges when full. Once the battery is empty, the Cloak must return to a specially-designed recharging dock, which replenishes its charges fully at a rate of 1 charge/round. Cloaks are treated as helpless when connected to their recharging docks and may take no actions except to detach themselves from the dock, but gain fast healing 2.
Tendrils (Ex): Cloaks have 12 tendrils made of magically-reinforced canvas-like material. Whenever a Cloak takes at least 5 points of slashing damage, it loses 1d4 of these tendrils. One missing tendril is reattached per minute on the recharging dock. These tendrils are very long, giving the Cloak a reach of 15 ft.
Teleporting Grasp (Su): As a standard action, the Cloak may spend 1 charge to initiate a Teleporting Grasp against any enemies within its range. It makes up to as many touch attacks against targets within range as it has tendrils, and may spend 1 charge on each target per successful touch attack against that target. The Cloak then teleports back to its recharging dock, and all targets must make a Will save whose DC equals 5 * the number of charges the cloak expended on them (max 30) or else be teleported into specially-designated holding cells. Targets fill the available cells individually in order. If all cells are full, then they are filled two to a cell in order, then three, etc.
Confine (Sp): The Cloak may expend 5 charges to create either a 10 ft high by 60 ft. wide wall or a fully-enclosed 10 ft cube at a range of 100 ft. These barriers are made of shimmering, translucent blue magical energy and persist for 10 minutes. The barrier has hardness 12 and 30 hit points and can be broken by a DC 27 Strength check. Destroying any portion of the barrier destroys the entire barrier.
Teleportation (Sp): Cloaks may expend 1 charge to teleport unerringly anywhere within 20 miles of their recharging dock as a move action (self only).
Life Detection (Su): Cloaks can detect living creatures within 120 feet, even through solid objects, invisibility, darkness, or any other effect that would hinder the Cloak's ability to see. This counts as a scrying effect, and is blocked by effects that block or hinder scrying. At least 1 inch of solid lead between the cloak and a living creature also blocks this effect.
Improved Initiative (Ex): Cloaks have a +4 bonus to initiative rolls.
Lightning Reflexes (Ex): Cloaks have a +4 bonus to Reflex saves.