gr8artist
2014-07-26, 06:52 PM
Shardling Horde
As you make your way through the long forgotten fortress, you hear the grinding and scraping of metal against stone just around the corner. Slowly, a jagged, lumbering mass scrapes into view and lingers in the corridor. It looks to be made of broken pieces of weapons and armor, all stuck together as if by some strange magnetic force. Slowly, the broken and fractured helms turn and rest their gaze on you, before the mass rolls forward and begins to hack and scrape away at your armor.
Shardling Horde___CR 8
XP X
N medium construct
Init +X; Senses low-light vision, darkvision 60 ft.; Perception +X
__________
Defenses
AC 21, Touch X, flatfooted X; (dex +0, natural armor +11)
hp (10d10+20); 75
Fort + 3, Ref +3, Will +3
DR 5/–; Immune: construct traits
Defensive abilities: amorphous, all-around vision
Weakness: vulnerability to sundering
__________
Offenses_
Speed 20 ft.
Melee 2 Slams +15 (1d8+5), up to two acquired weapons
Space 5 ft.; Reach 5 ft.
Special Attacks amalgamation of metal
__________
Statistics_
Str 20, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +10; CMB +15 (+2 disarm/+4 sunder); CMD 25 (can't be tripped)
Feats greater sunder improved disarm, improved sunder
Skills 20
Languages
SQ compression
_______________
Special Abilities
Amalgamation of metal (Ex): The shardling horde engulfs and acquires any bit of metal it finds lying around, especially weapons and armor. This has several effects depending on the condition and type of item acquired.
When it acquires a destroyed suit of armor, shield, or weapon, the horde gains temporary hit points equal to the maximum HP of the item it acquired.
When it acquires an intact or broken suit of armor or shield, it gains all magical benefits of that item immediately, as though the horde were wearing or using it.
When it acquires an intact or broken weapon, it may choose to begin attacking with that weapon in addition to its slam attacks. It is always considered proficient with any weapon it wields in this way, and it uses its full Strength modifier for attack and damage rolls with acquired weapons. The shardling horde can use up to one acquired weapon per 4 HD it possesses, in addition to its slam attacks.
Furthermore, when it acquires an item that is not yet destroyed, that item will begin taking extensive damage as the horde moves and attacks. After 12 hours, the item is considered broken if it was not, or is destroyed if it had been broken. After 24 hours, the item is destroyed and the shardling horde gains temporary hit poitns equal to the maximum HP of the ruined item.
The shardling horde grows as it acquires more material; it may permanently exchange 20 temporary hit points for an increase of 1 hit die. The following table shows the different upgrades and modifications that the horde undergoes as it acquires additional hit dice, as well as adjustments for making a weaker horde.
CR
HD
Max HP
incl. construct bonus
Feats
# Weapons
Size
Slam
Str/Dex
cumulative
Nat. Armor
cumulative
5
27
as listed
1
Tiny (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
1d4
–8/+4
as listed
6
33
as listed
1
Tiny
1d4
–8/+4
as listed
7
48 (38+10)
as listed
1
Small (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
1d6
–4/+2
as listed
8
54
as listed
2
Small
1d6
–4/+2
as listed
9
59
as listed
2
Small
1d6
–4/+2
as listed
8
10
75 (55+20)
as listed
2
Med (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
1d8
as listed
as listed
11
80
+
2
Med
1d8
as listed
as listed
12
86
3
Med
1d8
as listed
as listed
13
91
+
3
Med
1d8
as listed
as listed
14
97
3
Med
1d8
as listed
as listed
15
112 (82+30)
+
3
Large (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
2d6
+8/–2
+2
16
118
4
Large
2d6
+8/–2
+2
17
123
+
4
Large
2d6
+8/–2
+2
18
129
4
Large
2d6
+8/–2
+2
19
134
+
4
Large
2d6
+8/–2
+2
20
140
5
Large
2d6
+8/–2
+2
21
145
+
5
Large
2d6
+8/–2
+2
22
161 (121+40)
5
Huge (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
2d8
+16/–4
+5
Composite attacks (Ex): The shardling horde's slams deal bludgeoning, piercing, and slashing damage, and are treated as primary natural attacks even while the horde is using manufactured weapons. Due to the excessively sharp and violent nature of its slam attacks, it deals damage as though it were two sizes larger than it actually is.
Vulnerability to Sundering: Opponents can attempt to damage the strongest, most stable parts of a shardling horde and undermine its structure and mobility from within. Opponents can attempt to sunder the shardling horde itself, rather than any items it is holding or using, and the horde takes 50% more damage from successful sundering attempts used against it.
_________
Ecology
Environment Armories, castles, museums.
Organization Single. Shardling hordes are competitive and the strongest one will consume all weaker ones in its vicinity.
Treasure Plenty.
As you make your way through the long forgotten fortress, you hear the grinding and scraping of metal against stone just around the corner. Slowly, a jagged, lumbering mass scrapes into view and lingers in the corridor. It looks to be made of broken pieces of weapons and armor, all stuck together as if by some strange magnetic force. Slowly, the broken and fractured helms turn and rest their gaze on you, before the mass rolls forward and begins to hack and scrape away at your armor.
Shardling Horde___CR 8
XP X
N medium construct
Init +X; Senses low-light vision, darkvision 60 ft.; Perception +X
__________
Defenses
AC 21, Touch X, flatfooted X; (dex +0, natural armor +11)
hp (10d10+20); 75
Fort + 3, Ref +3, Will +3
DR 5/–; Immune: construct traits
Defensive abilities: amorphous, all-around vision
Weakness: vulnerability to sundering
__________
Offenses_
Speed 20 ft.
Melee 2 Slams +15 (1d8+5), up to two acquired weapons
Space 5 ft.; Reach 5 ft.
Special Attacks amalgamation of metal
__________
Statistics_
Str 20, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +10; CMB +15 (+2 disarm/+4 sunder); CMD 25 (can't be tripped)
Feats greater sunder improved disarm, improved sunder
Skills 20
Languages
SQ compression
_______________
Special Abilities
Amalgamation of metal (Ex): The shardling horde engulfs and acquires any bit of metal it finds lying around, especially weapons and armor. This has several effects depending on the condition and type of item acquired.
When it acquires a destroyed suit of armor, shield, or weapon, the horde gains temporary hit points equal to the maximum HP of the item it acquired.
When it acquires an intact or broken suit of armor or shield, it gains all magical benefits of that item immediately, as though the horde were wearing or using it.
When it acquires an intact or broken weapon, it may choose to begin attacking with that weapon in addition to its slam attacks. It is always considered proficient with any weapon it wields in this way, and it uses its full Strength modifier for attack and damage rolls with acquired weapons. The shardling horde can use up to one acquired weapon per 4 HD it possesses, in addition to its slam attacks.
Furthermore, when it acquires an item that is not yet destroyed, that item will begin taking extensive damage as the horde moves and attacks. After 12 hours, the item is considered broken if it was not, or is destroyed if it had been broken. After 24 hours, the item is destroyed and the shardling horde gains temporary hit poitns equal to the maximum HP of the ruined item.
The shardling horde grows as it acquires more material; it may permanently exchange 20 temporary hit points for an increase of 1 hit die. The following table shows the different upgrades and modifications that the horde undergoes as it acquires additional hit dice, as well as adjustments for making a weaker horde.
CR
HD
Max HP
incl. construct bonus
Feats
# Weapons
Size
Slam
Str/Dex
cumulative
Nat. Armor
cumulative
5
27
as listed
1
Tiny (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
1d4
–8/+4
as listed
6
33
as listed
1
Tiny
1d4
–8/+4
as listed
7
48 (38+10)
as listed
1
Small (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
1d6
–4/+2
as listed
8
54
as listed
2
Small
1d6
–4/+2
as listed
9
59
as listed
2
Small
1d6
–4/+2
as listed
8
10
75 (55+20)
as listed
2
Med (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
1d8
as listed
as listed
11
80
+
2
Med
1d8
as listed
as listed
12
86
3
Med
1d8
as listed
as listed
13
91
+
3
Med
1d8
as listed
as listed
14
97
3
Med
1d8
as listed
as listed
15
112 (82+30)
+
3
Large (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
2d6
+8/–2
+2
16
118
4
Large
2d6
+8/–2
+2
17
123
+
4
Large
2d6
+8/–2
+2
18
129
4
Large
2d6
+8/–2
+2
19
134
+
4
Large
2d6
+8/–2
+2
20
140
5
Large
2d6
+8/–2
+2
21
145
+
5
Large
2d6
+8/–2
+2
22
161 (121+40)
5
Huge (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/monster-advancement)
2d8
+16/–4
+5
Composite attacks (Ex): The shardling horde's slams deal bludgeoning, piercing, and slashing damage, and are treated as primary natural attacks even while the horde is using manufactured weapons. Due to the excessively sharp and violent nature of its slam attacks, it deals damage as though it were two sizes larger than it actually is.
Vulnerability to Sundering: Opponents can attempt to damage the strongest, most stable parts of a shardling horde and undermine its structure and mobility from within. Opponents can attempt to sunder the shardling horde itself, rather than any items it is holding or using, and the horde takes 50% more damage from successful sundering attempts used against it.
_________
Ecology
Environment Armories, castles, museums.
Organization Single. Shardling hordes are competitive and the strongest one will consume all weaker ones in its vicinity.
Treasure Plenty.