Djinn_in_Tonic
2007-07-11, 06:30 PM
Coins go flying as the massive hoard before you rears up, looming terribly over you. With the thundering sound of metal crashing against metal, the treasure fountains up, drawn into a towering, shifting form. Glowing gemstones stare down at you as the creature raises a mighty fist, the blades of beautifully wrought swords standing out like terrible claws.
Living Hoard
Huge Construct
HD: 16d10+40 (128 hitpoints)
Speed: 40 ft. (8 squares)
Init: +4
AC: 35 (-2 size, +23 natural, +4 Dex); touch 12; flat-footed 31
BAB: +12; Grp +32
Attack: 1 claw +22 melee (4d6+12, 19-20/x2)
Full-Attack: 2 claws +22 melee (4d6+12, 19-20/x2)
Space: 15 ft.; Reach 15 ft.
Special Attacks: Engulf, Grinding Gold
Special Qualities: Construct Traits, DR 15/adamantine and bludgeoning, Magic Immunity, Melt, Fluid Form, Hoard
Saves: Fort +5, Ref +9, Will +5
Abilities: Str 34, Dex 19, Con -, Int -, Wis 10, Cha 1
Skills: None
Feats: None
Environment: Usually underground
Organization: Solitary
Challenge Rating: 12
Treasure: Triple normal (Gold, Gems, and Weaponry only)
Alignment: Always Neutral
Advancement: 17-20 Huge, 21-30 Gargantuan, 31-40 Colossal
Engulf (Ex): A living hoard can engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The living hoard simply moves over the targets, affecting as many as it can cover. Opponents can make opportunity attacks against the hoard, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 31 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the hoard moves forward. Engulfed creatures are subject to the hoard’s grinding gold ability, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Fluid Form (Ex): A living hoard is comprised of numerous small objects, and, as such, its form is never static. It can fit without trouble through any space that a small or larger creature could fit through, and can squeeze through a space that only a tiny or smaller creature could pass by halving its land speed. It may attack normally when moving through such enclosed spaces, but is limited to a single claw (or slam [see Melt ability]) attack per round.
Grinding Gold (Ex): As a living hoard moves, the treasure that comprises its body shifts about, creating an extremely hostile environment. Any creature grappled by the living hoard takes 6d6 points of slashing and bludgeoning damage each round.
Hoard (Ex): When motionless, a living hoard is almost impossible to distinguish from so much treasure. Short of divination spells, there is no way to determine the presence of the animating force until the creature moves.
Magic Immunity (Su): A living hoard is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage deals normal damage to a living hoard.
Melt (Ex): If a living hoard would take fire damage sufficient to destroy it, its metallic body melts into a stream of molten gold. It is restored to its full normal hit points, loses the Grinding Gold ability, and gains the following abilities:
Slam (Ex): The living hoard loses its claw attack and instead gains two slam attacks, dealing (4d6+12, 20/x2) damage.
Fire Immunity (Ex): A melted living hoard is immune to fire damage.
Cold Vulnerability (Ex): A melted living hoard takes double damage from cold effects.
Burning Touch (Ex): The living hoard’s natural weapons deal an additional 2d6 points of fire damage. In addition, the victim takes 2d6 points of fire damage each round for the next 1d10 rounds. This fire can only be extinguished by dealing 10 or more points of cold damage to the victim.
Burning Gold (Ex): Any creature grappled by the living hoard takes 6d6 point of fire damage each round.
NOTE: The CR might be a bit off...I've never been good at judging those.
Living Hoard
Huge Construct
HD: 16d10+40 (128 hitpoints)
Speed: 40 ft. (8 squares)
Init: +4
AC: 35 (-2 size, +23 natural, +4 Dex); touch 12; flat-footed 31
BAB: +12; Grp +32
Attack: 1 claw +22 melee (4d6+12, 19-20/x2)
Full-Attack: 2 claws +22 melee (4d6+12, 19-20/x2)
Space: 15 ft.; Reach 15 ft.
Special Attacks: Engulf, Grinding Gold
Special Qualities: Construct Traits, DR 15/adamantine and bludgeoning, Magic Immunity, Melt, Fluid Form, Hoard
Saves: Fort +5, Ref +9, Will +5
Abilities: Str 34, Dex 19, Con -, Int -, Wis 10, Cha 1
Skills: None
Feats: None
Environment: Usually underground
Organization: Solitary
Challenge Rating: 12
Treasure: Triple normal (Gold, Gems, and Weaponry only)
Alignment: Always Neutral
Advancement: 17-20 Huge, 21-30 Gargantuan, 31-40 Colossal
Engulf (Ex): A living hoard can engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The living hoard simply moves over the targets, affecting as many as it can cover. Opponents can make opportunity attacks against the hoard, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 31 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the hoard moves forward. Engulfed creatures are subject to the hoard’s grinding gold ability, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Fluid Form (Ex): A living hoard is comprised of numerous small objects, and, as such, its form is never static. It can fit without trouble through any space that a small or larger creature could fit through, and can squeeze through a space that only a tiny or smaller creature could pass by halving its land speed. It may attack normally when moving through such enclosed spaces, but is limited to a single claw (or slam [see Melt ability]) attack per round.
Grinding Gold (Ex): As a living hoard moves, the treasure that comprises its body shifts about, creating an extremely hostile environment. Any creature grappled by the living hoard takes 6d6 points of slashing and bludgeoning damage each round.
Hoard (Ex): When motionless, a living hoard is almost impossible to distinguish from so much treasure. Short of divination spells, there is no way to determine the presence of the animating force until the creature moves.
Magic Immunity (Su): A living hoard is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage deals normal damage to a living hoard.
Melt (Ex): If a living hoard would take fire damage sufficient to destroy it, its metallic body melts into a stream of molten gold. It is restored to its full normal hit points, loses the Grinding Gold ability, and gains the following abilities:
Slam (Ex): The living hoard loses its claw attack and instead gains two slam attacks, dealing (4d6+12, 20/x2) damage.
Fire Immunity (Ex): A melted living hoard is immune to fire damage.
Cold Vulnerability (Ex): A melted living hoard takes double damage from cold effects.
Burning Touch (Ex): The living hoard’s natural weapons deal an additional 2d6 points of fire damage. In addition, the victim takes 2d6 points of fire damage each round for the next 1d10 rounds. This fire can only be extinguished by dealing 10 or more points of cold damage to the victim.
Burning Gold (Ex): Any creature grappled by the living hoard takes 6d6 point of fire damage each round.
NOTE: The CR might be a bit off...I've never been good at judging those.