Scorpina
2007-04-26, 11:47 AM
Crab Golem
Large Construct
Hit Dice: 8d10 (40 hp)
Initiative: +3
Speed: 40 ft. (8 squares), swim 30 ft. (6 squares)
Armour Class: 22 (-1 size, +3 Dexterity, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +6/+22
Attack: Claw +13 melee (1d8+12)
Full Attack: 2 claws +13 melee (1d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+12, Improved Grab, Powerful Claws, Trample
Special Qualities: Low-light Vision, Darkvision 60 ft., Construct Traits
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 26, Dex 16, Con --, Int --, Wis 10, Cha 2
Skills: --
Feats: --
Environment: Any coastal
Organization: Solitary, scouting group (2-4), or wave (6-10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --
The whirring and clicking of the golems inner workings are audible as it scuttles towards you on eight jointed mechanical legs, metal edged claws lunging forwards to rip through any resistance they might meet. Clearly, this is not the attack of any common animal or monster, but the deliberate charge of an engine of war.
Designed as self-powering siege engines, Crab Golems are commonly used as part (or indeed all) of naval attacks on port cities. Able to do just as well in land as in the water, they are perfectly designed for costal combat. Additionally, their fierce claws allow them to rip through any defences erected against them with relative ease. When attacking a ship or other floating target, it is not uncommon for the constructs to swim beneath their foe and attempt to scuttle them. In times of peace, they can also be used in construction and defence themselves.
Combat
A crab golem attacks it’s target head on, usually bursting from the shoreline and bee-lining for whatever it has been sent to attack stopping only to destroy whoever or whatever stands between it an it’s goal. Although they can be ordered to retreat, they are more commonly commanded to fight until either they or their foes are destroyed.
Constrict (Ex): With a successful grapple check, a crab can crush a grabbed opponent, dealing 1d8+12 points of bludgeoning damage.
Improved Grab (Ex): If a crab golem hits an opponent of medium size or smaller with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.
Powerful Claws (Ex): A crab golem always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks.
Trample (Ex): A crab golem can trample creatures of small size or smaller, 1d8+12 damage. Opponents who do not make attacks of opportunity against the golem can attempt DC 22 Reflex saves to halve the damage.
Large Construct
Hit Dice: 8d10 (40 hp)
Initiative: +3
Speed: 40 ft. (8 squares), swim 30 ft. (6 squares)
Armour Class: 22 (-1 size, +3 Dexterity, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +6/+22
Attack: Claw +13 melee (1d8+12)
Full Attack: 2 claws +13 melee (1d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+12, Improved Grab, Powerful Claws, Trample
Special Qualities: Low-light Vision, Darkvision 60 ft., Construct Traits
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 26, Dex 16, Con --, Int --, Wis 10, Cha 2
Skills: --
Feats: --
Environment: Any coastal
Organization: Solitary, scouting group (2-4), or wave (6-10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --
The whirring and clicking of the golems inner workings are audible as it scuttles towards you on eight jointed mechanical legs, metal edged claws lunging forwards to rip through any resistance they might meet. Clearly, this is not the attack of any common animal or monster, but the deliberate charge of an engine of war.
Designed as self-powering siege engines, Crab Golems are commonly used as part (or indeed all) of naval attacks on port cities. Able to do just as well in land as in the water, they are perfectly designed for costal combat. Additionally, their fierce claws allow them to rip through any defences erected against them with relative ease. When attacking a ship or other floating target, it is not uncommon for the constructs to swim beneath their foe and attempt to scuttle them. In times of peace, they can also be used in construction and defence themselves.
Combat
A crab golem attacks it’s target head on, usually bursting from the shoreline and bee-lining for whatever it has been sent to attack stopping only to destroy whoever or whatever stands between it an it’s goal. Although they can be ordered to retreat, they are more commonly commanded to fight until either they or their foes are destroyed.
Constrict (Ex): With a successful grapple check, a crab can crush a grabbed opponent, dealing 1d8+12 points of bludgeoning damage.
Improved Grab (Ex): If a crab golem hits an opponent of medium size or smaller with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.
Powerful Claws (Ex): A crab golem always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks.
Trample (Ex): A crab golem can trample creatures of small size or smaller, 1d8+12 damage. Opponents who do not make attacks of opportunity against the golem can attempt DC 22 Reflex saves to halve the damage.