The Demented One
2007-09-06, 12:06 AM
Fleshwork Horror
Medium Construct (Living Construct)
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +4/+9
Attack: Slam +9 melee (1d6+5)
Full Attack: 2 Slams +9 melee (1d6+5) and Bite* +7 melee (1d8+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison*
Special Qualities: Damage reduction 5/adamantine, darkvision 60 ft., fleshworking, fortification, living construct traits, low-light vision, regeneration 5*
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 20, Dex 10, Con 16, Int 6, Wis 10, Cha 6
Skills: Listen +4, Spot +5
Feats: Power Attack, Multiattack, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Medium), 13-20 HD (Large), 21-26 HD (Huge), 27-32 HD (Gargantuan)
Level Adjustment: –
Fleshwork Horrors are abominations of magic and science, twisted constructs of flesh and steel. They were created through a perverse combination of artifice and bio-thaumaturgy to be the ultimate predators, augmenting themselves with the greatest strength of the foes they have conquered. To look at one is to see a patchwork figure of flesh and steel, grafted together seemingly at random. Fleshwork Horrors are covered in excess limbs or organs grafted onto them–some have a collection of eyes that dangle down from their faces, others have aberrant tentacles affixed to them, while others possess a second set of organs, harvested from their foes and grafted onto their exterior. It is not without reason that Fleshwork Horrors are among the most feared of constructs, for they possess a constant drive to improve themselves, endlessly seeking out prey to harvest for grafts.
Poison (Ex)
The Fleshwork Horror shown above has used its fleshworking ability to gain the poison of a large monstrous spider. The poison has a DC of 16, and its initial and secondary damages are both 1d6 Strength damage.
Fleshworking (Ex)
A Fleshwork Horror can improve itself, augmenting its abilities by grafting the flesh of its slain foes onto it. A Fleshwork Horror can spend one minute to graft the flesh from a dead creature onto itself. The creature cannot have been dead for more than ten minutes, or its flesh is useless. By grafting a creature’s flesh onto itself, a Fleshwork Horror may gain one of the following benefits: It may gain one of the creature’s natural attack forms (with damage die adjusted for its size), it may gain one of the creature’s extraordinary abilities, it may gain a permanent +1 bonus to one ability score that the creature had a racial bonus to, or it may replace its natural armor bonus with the creature’s own.
However, there are limitations to this ability. The total number of benefits a Fleshwork Horror may gain with this ability is equal to ½ its HD, rounded up. If it tries to add another benefit when it is at is maximum, then it must replace a previous one. In addition, it can never gain more than two additional natural attack forms, and the total of its ability score bonuses cannot exceed one-quarter its HD, rounded up. A Fleshwork Horror can only graft the flesh of aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, plants, and vermink, and it cannot graft the flesh of creatures whose HD exceed its own.
The Fleshwork Horror above has used this ability to gain the bite attack of an ankheg, the poison of a large monstrous spider, and the regeneration of a troll.
Fortification (Ex)
Whenever a Fleshwork Horror would be dealt extra damage from a sneak attack, critical hit, or a similar source of precision-based damage, there is a 50% chance that the extra damage is negated.
Regeneration (Ex)
The Fleshwork Horror above has used its fleshworking ability to gain the regeneration of a troll. Only fire and acid deal lethal damage to it.
Medium Construct (Living Construct)
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +4/+9
Attack: Slam +9 melee (1d6+5)
Full Attack: 2 Slams +9 melee (1d6+5) and Bite* +7 melee (1d8+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison*
Special Qualities: Damage reduction 5/adamantine, darkvision 60 ft., fleshworking, fortification, living construct traits, low-light vision, regeneration 5*
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 20, Dex 10, Con 16, Int 6, Wis 10, Cha 6
Skills: Listen +4, Spot +5
Feats: Power Attack, Multiattack, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Medium), 13-20 HD (Large), 21-26 HD (Huge), 27-32 HD (Gargantuan)
Level Adjustment: –
Fleshwork Horrors are abominations of magic and science, twisted constructs of flesh and steel. They were created through a perverse combination of artifice and bio-thaumaturgy to be the ultimate predators, augmenting themselves with the greatest strength of the foes they have conquered. To look at one is to see a patchwork figure of flesh and steel, grafted together seemingly at random. Fleshwork Horrors are covered in excess limbs or organs grafted onto them–some have a collection of eyes that dangle down from their faces, others have aberrant tentacles affixed to them, while others possess a second set of organs, harvested from their foes and grafted onto their exterior. It is not without reason that Fleshwork Horrors are among the most feared of constructs, for they possess a constant drive to improve themselves, endlessly seeking out prey to harvest for grafts.
Poison (Ex)
The Fleshwork Horror shown above has used its fleshworking ability to gain the poison of a large monstrous spider. The poison has a DC of 16, and its initial and secondary damages are both 1d6 Strength damage.
Fleshworking (Ex)
A Fleshwork Horror can improve itself, augmenting its abilities by grafting the flesh of its slain foes onto it. A Fleshwork Horror can spend one minute to graft the flesh from a dead creature onto itself. The creature cannot have been dead for more than ten minutes, or its flesh is useless. By grafting a creature’s flesh onto itself, a Fleshwork Horror may gain one of the following benefits: It may gain one of the creature’s natural attack forms (with damage die adjusted for its size), it may gain one of the creature’s extraordinary abilities, it may gain a permanent +1 bonus to one ability score that the creature had a racial bonus to, or it may replace its natural armor bonus with the creature’s own.
However, there are limitations to this ability. The total number of benefits a Fleshwork Horror may gain with this ability is equal to ½ its HD, rounded up. If it tries to add another benefit when it is at is maximum, then it must replace a previous one. In addition, it can never gain more than two additional natural attack forms, and the total of its ability score bonuses cannot exceed one-quarter its HD, rounded up. A Fleshwork Horror can only graft the flesh of aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, plants, and vermink, and it cannot graft the flesh of creatures whose HD exceed its own.
The Fleshwork Horror above has used this ability to gain the bite attack of an ankheg, the poison of a large monstrous spider, and the regeneration of a troll.
Fortification (Ex)
Whenever a Fleshwork Horror would be dealt extra damage from a sneak attack, critical hit, or a similar source of precision-based damage, there is a 50% chance that the extra damage is negated.
Regeneration (Ex)
The Fleshwork Horror above has used its fleshworking ability to gain the regeneration of a troll. Only fire and acid deal lethal damage to it.