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View Full Version : D&D 3.x Other (Creature) Best night of sleep you will ever have... (P.E.A.C.H.) [Repost]



DracoDei
2019-09-24, 05:32 PM
(Reposting this from a locked-due-to-age thread so I can eventually fix the tables. This is in accordance with the desires of the mods. This was originally an entry in one of Vorpal Tribbles monster creation contests "Hearth and Home".)
Lord of Rest
(Open Spoiler below for statistics block for Fine through Small sizes)

{table="head"] ~ | Lord of Rest, Fine | Lord of Rest, Diminutive | Lord of Rest, Tiny | Lord of Rest, Small
Size and Type | Fine Construct (Semi-Living Construct) |Diminutive Construct (Semi-Living Construct) | Tiny Construct (Semi-Living Construct) | Small Construct (Semi-Living Construct)
HD | 1/8d10 (1 hp) | 1/4d10 (1 hp) | 1/2d10 (2 hp) | 1d10+10 (15 hp)
Speed | 0 feet | 0 feet | 0 feet | 0 feet | Speed
Init | +4 | +3 | +2 | +1 | Initiative
AC|13 (-5 Immobility, +8 size); touch 13; flat-footed 13|9 (-5 Immobility, +4 Size); touch 9; flat-footed 9]|7 (-5 Immobility, +2 size); touch 7; flat-footed 7|7 (-5 Immobility, +1 size, +1 natural); touch 6; flat-footed 7
BAB | +0 | +0 | +0 | +0 | Base Attack Bonus
Grp | -20 | -15 | -9 | -4 | Grapple
Attack | Slam +12 melee (1d1-4 non-lethal) | Slam +7 melee (1d2-3) | slam +4 melee (1d3-1) | slam +2 melee (1d4) | Attack
Full Attack | Slam +12 melee (1d1-4 non-lethal) | Slam +7 melee (1d2-3) | slam +4 melee (1d3-1) | slam +2 melee (1d4) | Full Attack
Space/Reach | 0 ft./0 ft. | 1 ft./0 ft. | 2 1/2 ft./0 ft. | 5 ft./5 ft. | Face/Reach
Special Attacks| Sheet Grappling | Sheet Grappling | Sheet Grappling | Sheet Grappling | Special Attacks
Special Qualities|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy
Saves | Fort +0, Ref +4, Will +1 | Fort +0, Ref +3, Will +1 | Fort +0, Ref +2, Will +1 | Fort +0, Ref +1, Will +1 | Saves
Abilities |Str 2, Dex 18, Con -, Int 13, Wis 13, Cha 13|Str 4, Dex 16, Con -, Int 13, Wis 13, Cha 13|Str 8, Dex 14, Con -, Int 13, Wis 13, Cha 13|Str 10, Dex 12, Con -, Int 13, Wis 13, Cha 13| Abilities
Skills*|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5
Feats* | Weapon Finesse(B) | Weapon Finesse(B) | Weapon Finesse(B) | Weapon Finesse(B) | Feats
Environment | Any Domestic | Any Domestic | Any Domestic | Any Domestic | Organization
Organization|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barrack|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barrack|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barrack|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barrack|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barrack|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)
Challenge Rating| ?1/2? | ?1/2? | ?1/2? | ?1? | Challenge Rating
Treasure | None | None | None | None | Treasure
Alignment | Any | Any | Any | Any | Alignment
Advancement | By Class | 1/3HD* (Diminutive) and/or By Class | By Class | By Class | Advancement
Level Adjustment| +3 (Cohort) | +2 (Cohort) | +1 (Cohort) | +1 (Cohort) | Level Adjustment
Favored Class | Bard (or Expert if Lawful) | Bard (or Expert if Lawful) | Bard (or Expert if Lawful) | Bard (or Expert if Lawful) | Favored Class [/table]
*Lords of Rest do not gain skill points or feats for increasing in Hit-Dice since these extra hit-dice represent ONLY an increase in size rather than degree of life experience. They gain all the benefits of class levels (except improved movement capabilities). They gain 1 Feat at their first class level, and at every class level evenly divisible by three.


(Open Spoiler below for statistics block for Medium through Colossal sizes)

{table="head"] ~ | Lord of Rest, Medium | Lord of Rest, Large | Lord of Rest, Huge | Lord of Rest, Gargantuan | Lord of Rest, Colossal
Size and Type | Medium Construct (Semi-Living Construct) | Large Construct (Semi-Living Construct) | Huge Construct (Semi-Living Construct) | Gargantuan Construct (Semi-Living Construct)| Colossal Construct (Semi-Living Construct)
HD | 2d10+20 (31 hp) | 4d10+30 (52 hp) | 10d10+40 (95 hp) | 24d10+60 (192 hp) | 48d10+80 (344 hp)
Speed | 0 feet | 0 feet | 0 feet | 0 feet | 0 feet | Speed
Init | +0 | +0 | -1 | -2 | -3 | Initiative
AC|7 (-5 Immobility, +2 natural); touch 12; flat-footed 21|8 (-5 Immobility, -1 size, +4 natural); touch 4; flat-footed 8|9 (-5 Immobility, -2 size, +6 Natural); touch 3; flat-footed 9|9 (-5 Immobility, -4 size, +8 natural); touch 1; flat-footed 9|7 (-5 Immobility, -8 size, +10 natural); touch -3; flat-footed 7
BAB | +1 | +3 | +7 | +18 | +36 | Base Attack Bonus
Grp | +2 | +11 | +22 | +39 | +63 | Grapple
Attack | slam +0 melee (1d6+1) | slam +6 melee (1d8+6) | slam +12 melee (2d6+9) | slam +23 melee (2d8+13) | slam +39 melee (4d6+16) | Attack
Full Attack | slam +0 melee (1d6+1) | slam +6 melee (1d8+6) | slam +12 melee (2d6+9) | slam +23 melee (2d8+13) | slam +39 melee (4d6+16) | Full Attack
Space/Reach | 5 ft./5 ft. | 10 ft./10 ft. | 15 ft./15 ft | 20 ft./20 ft. | 30 ft./30 ft. | Space/Reach
Special Attacks | Sheet Grappling | Sheet Grappling | Sheet Grappling | Sheet Grappling | Sheet Grappling | Special Attacks
Special Qualities|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|
Saves | Fort +0, Ref +0, Will +1 | Fort +1, Ref +1, Will +2 | Fort +3, Ref +2, Will +4 | Fort +8, Ref +6, Will +8 | Fort +16, Ref +13, Will +17 | Saves
Abilities |Str 12, Dex 10, Con -, Int 13, Wis 13, Cha 13|Str 18, Dex 10, Con -, Int 13, Wis 13, Cha 13|Str 24, Dex 8, Con -, Int 13, Wis 13, Cha 13|Str 28, Dex 6, Con -, Int 13, Wis 13, Cha 13|Str 32, Dex 4, Con -, Int 13, Wis 13, Cha 13| Abilities
Skills*|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling or Singing) +5, Profession(Masseuse) +5
Feats* | None | None | None | None | None | Feats
Environment | Any Domestic | Any Domestic | Any Domestic | Any Domestic | Any Domestic | Environment
Organization|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)|Solitary, with Trundle(s) {Number dependent on average number of offspring produced at one time by occupants}, Pair, or Barracks(3-10)|
Challenge Rating| 2? | 4? | 7? | 12? | 15? |
Treasure | None | None | None | None | None |
Alignment | Any | Any | Any | Any | Any | Alignment
Advancement | 3HD* (Medium) and/or by Class | 5-9HD* (Large) and/or by Class | 11-23HD* (Huge) and/or by Class | 25-47HD* (Gargantuan) and/or by Class | 49+HD* (Colossal) and/or by Class | Advancement
Level Adjustment| +0 (Cohort) | ?-1? (Cohort) | ?-2? (Cohort) | ?-3? (Cohort) | ?-4? (Cohort) | Level Adjustment
Favored Class | Bard (or Expert if Lawful) | Bard (or Expert if Lawful) | Bard (or Expert if Lawful) | Bard (or Expert if Lawful) | Bard (or Expert if Lawful) | Favored Class[/table]
*Lords of Rest do not gain skill points or feats for increasing in Hit-Dice since these extra hit-dice represent ONLY an increase in size rather than degree of life experience. They gain all the benefits of class levels (except improved movement capabilities). They gain 1 Feat at their first class level and at every class level evenly divisible by three.

Semi-Living Construct Subtype(Ex): Although not quite as similar to flesh based creatures as Warforged are, Lords of Rest share some of the same traits with Warforged etc. In one critical regard they surpass them: They are capable of reproduction on their own via asexual budding (see below for details). In any case they also possess the following traits:
-Unlike other constructs, a Lord of Rest is NOT immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition.
-Unlike other constructs, a Lord of Rest is NOT immune to Energy Drain.
-A Lord of Rest CAN NOT heal damage naturally.
-Lords of Rest ARE Immune to critical hits, non-lethal damage, negative energy damage, stunning, ability damage, or ability drain.
-Lords of Rest are NOT immune to death effects or necromancy effects unless such effects also fall under a separate category (such as ability drain) that they ARE immune to.
-Lords of Rest are immune to positive and negative energy effects, meaning they are unaffected by Heal, Harm, Inflict and Cure Spells and effects. Lord of Rest monks may still use "Wholeness of Body" to repair themselves, and Lord of Rest Paladins may repair themselves or other Living or Semi-Living constructs with their "Lay on Hands" ability.
-Depending on its individual construction a Lord of Rest may or may not be vulnerable to the following: Heat Metal/Chill Metal (As if wearing metal armor), Repel Metal or Stone(As if wearing metal armor), Rusting Grasp (Deals 2d6 points of damage, Reflex for half DC 14 + caster's ability modifier), A Rust monsters touch deals that same damage (Reflex Save DC 17 for Half). Spells such as Stone to Flesh, Stone Shape, Warp Wood, and Wood Shape never damage a Lord of Rest and, indeed, can only affect it whatsoever if it is willing.
-A Lord of Rest responds slightly differently from other living creatures when reduced to 0 hit points. A Lord of Rest with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further damage. When its hit points are less and 0 and greater than -10, a Lord of Rest is inert. He is unconscious and helpless, and cannot perform any actions. However, an inert Lord of Rest does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-A Lord of Rest CAN be raised or resurrected.
-A Lord of Rest does not need to eat, sleep, or breathe, and can NOT benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
-Although they do not need sleep, a Lord of Rest wizard must rest for 8 hours before preparing spells.
-A character with ranks in certain Craft Skills can attempt to repair a Lord of Rest who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result -15 (minimum 0). A character can take 10 on this check but can't take 20. Applicable skills vary with the composition of the individual Lord of Rest but generally include Sewing, and Woodworking. A Lord of Rest can repair itself (and, like all craft skill checks applied to itself it requires no tools to do so).


Anti-Vermin Aura(Su): The bedbugs NEVER bite in a Lord of Rest... because there aren't any. No normal insect or arachnid of Fine size can come within 3 feet of any part of a Lord of Rest unless under magical compulsion.

Immobility(Ex): Because it can't move its frame, only its mattress, sheets etc, a Lord of Rest is treated as having a Dexterity of 1 for the purposes of its armor class until and unless it somehow gains a movement speed. This same restriction also prevents it from taking movement based feats including but not limited to the following: Acrobatic, Dodge, Mobility, and Spring Attack. Lords of Rest do not derive any benefit from class features, feats or spells that improve movement speed. All of these drawbacks are negated if the Lord of rest somehow gains a movement speed independent of these effects. Animate Objects, Fly, and Overland Flight are popular choices for this purpose. Due to their already being mostly animate and full self-directing, Animate Objects has a duration of 1 minute per caster level when cast only on one or more Lords of Rest.

Sheet Grappling(Ex): A Lord of Rest can use its sheets to grapple an opponent up to three sizes larger than itself. The Lord of Rest makes a normal grapple check. If it wins, it wraps the sheets around the opponent’s head, causing that creature to be blinded until they are removed. The position of neither grappler changes as a result of this occurrence.
A Lord of Rest deals damage equal to its slam damage value plus 1½ times its Strength bonus with a successful check against a creature up to one size larger than itself.
A Lord of Rest of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the Lord of Rest.

Mute Sound(Su): A Lord of Rest may damp out sounds around it, this extends only a few inches beyond the Lord of Rest and its occupants but imposes a -10 penalty on all listen checks that occur for sounds within or crossing this barrier. This also grants Sonic Resistance 1 for the Lord of Rest and its occupants. The Lord of Rest can negate or resume this effect as a full round action. This is useful when the half-orcs next door are having a wild party, or if one of the occupants snores.

Scheduling(Ex): Lords of Rest have perfect time sense, and an EXCELLENT memory for to do lists etc. They will wake their occupants on time (usually in the most gentle and comfortable manner they can devise), and remind them of what they need to do for the day.

Spell-like Abilities(Sp): Continuous - Prestidigitation, At Will - Lullaby (single target each time used only, touch range), 1/hour - Ghost Sound, 2/day - Deep Slumber (single target each only, touch range), 1/day - Cure Minor Wounds. A Lord of Rest casts these spells as a Sorcerer of level equal to its total CLASS LEVELS (minimum 1). Racial hit-dice make no difference.

Telepathy(Su): As a full round action, a Lord of Rest may establish a telepathic link to any other Lord of Rest within a number of miles range equal to greater of the two Lords' HD. A Lord of Rest may only be included in one such telepathic link at a time; ending this link is a free action either Lord of Rest can take. They may also apply this ability to any other creature with a language (and in such a case can contact more than one at once), but in such cases the range is touch, and physical contact must be maintained for at least one full round before communication may begin.


History and Society:
The first Lord of Rest was created by one Mnargo Fishwarden, an epic level wizard as he was in the last years of his life. Mnargo had produced most of his more memorable victories out of a sense of altruism and had traveled ceaselessly, where-ever the need took him. This led him to a great appreciation for stillness and comfort. Thus it was both for himself and as one of his last gifts to the world that he invested a considerable amount of life energy into the creation of the progenitor of this bizarre race, a bed of great comfort capable of conversing with those in contact with it and providing for their needs. For the remaining 3 years of his life he never left it for any reason whatsoever, using his magical servants to bring him what he required, employing a chamber pot (some would say with less than total faithfulness, but the qualities of the bed rendered this point almost entirely moot...Prestidigitation is a vastly under-rated spell sometimes...). Upon his finally passing on to his eternal reward the bed was transferred (as an intelligent creature Mnargo refused to name it a bequest in his will and the bed had final say in the matter) to one of his great grandchildren one Gosha Witherbean. This was thought odd since the individual in question was hardly the most worthy of great magic, or even particularly beloved of Mnargo. The bed would only say that this was not about who had most earned its services with great accomplishments, but was about where it could best test out its potential. The explanation was only forthcoming several years later when the time drew near for Gosha's first child to be born and the bed told the couple to look under it. There they discovered a folding legged crib just recently split off from a now narrow stem leading down from the cross-slats of the larger bed. The true extent of Mnargo's accomplishment was thus proven, and his final gift to the mortal world realized. He had created a construct capable of reproducing itself, and without expensive materials. The crib spoke with intelligence to those who touched it from the first and when the baby was born it reached out its small blanket to hold the child tenderly (after the parents had had their initial fill naturally!). The crib grew with the child, slowly turning into a trundle bed, and then a normal bed, speaking stories of peace and wisdom into the mind of the child as sleep neared each night. Indeed each offspring of the union was so blessed. Naturally, a deep affection grew between the new beds and their life-long occupants. When the children grew up and got married, the beds welcomed the additions with warmed and turned down covers (although some of them elected NOT to make use of the Lord of Rest for the initial honeymoon period). As time went on Lords of Rest grew in numbers and many found themselves without occupants, either through disagreements (one can get away with taking Lord of Rest's loyalty for granted usually... but ONLY usually, and the vast majority will NOT stand for being treated as property), or deaths (often infant (pseudo-medieval is not the best conditions for avoiding high infant mortality), but old age of occupant(s) is just as much an issue for an ageless race). Thus their commonness increased slightly, and it is not totally unknown for one to be found even in a poor household. Many often find employment at inns.

Lords of Rest and classes:
Expert and Bard: Most Lords of Rest are story tellers and care-givers and thus have levels in these classes (and the majority DO have class levels of some sort).
Bard Lords of Rest still are generally incapable of speech, but may cast apply their bardic music abilities and/or spells (where or not they are bardic in nature) on themselves or anyone they are in telepathic communication with by singing telepathically. Silence does not affect this ability.
Fighters and Crusaders (Who often take maneuvers that counteract their lack of mobility, such as Stone Bones): Serve as a last line of defense against assassination (or other dangers to the sleeping) are well known by scholars of the subject to occur. Such individuals often take the "Improved Grappling" feat or have a weapon mounted to a headboard or footboard where they can draw it with the twisted corner of a sheet using the "Quick Draw" feat.
Barbarians and Paladins: These have been documented more rarely. Paladins may still use their "Lay on Hands" ability to heal themselves or other Living or Semi-Living Constructs.
Rogues (for the Sneak Attack) {Maybe ninja's too?}: As Fighters, although they rely on their sneak attack damage/sudden strike damage to defend their occupants. In more rare cases evil ones may form alliances with other evil beings to lure people into sleeping in them and then murder them in their sleep for their possessions (or just for pure evils sake). Only under the rarest of circumstances would they attack anyone who had grown up sleeping in them...
Adepts, Sorcerers, and Wizards: Rumors of non-bard arcane casters are unconfirmed among this curious race. If they exist they can cast their spells without concern for verbal components except for language dependent spells which they would have to be in telepathic contact with the target (and within the spell's range) to successfully cast. Most Lords of Rest agree that if they ever did become such they would almost certainly acquire a Dust Bunny familiar.
Clerics: Lord's of Rest blessed by the Gods to carry out their will (clerics) are extremely rare but confirmed. The have the same benefits and limitations as arcanists are thought to have when it comes to their inability to speak with sound. They may Turn/Rebuke undead without the need for sound.
Druids, Rangers, and Scouts: Unlikely to ever happen.

Receive all repair XXX damage spells added to their class spell lists for any spell casting classes that can cast Cure spells that they enter. They never need a spellbook to prepare these (as per Spell Mastery Feat), and do not need to make a spellcraft check to learn them. This does not allow them to spontaneously cast them unless they are able to spontaneously cast Cure spells (such as a Positive Energy channeling cleric) or cast all their spells spontaneously (such as a Favored Soul).

Over its existence a Lord of Rest can grow, and repair itself, shaping any part of itself as if under the spells "Wood Shape" and "Stone Shape" except that this works on ANY material, (this so slow the unaided human eye can't see it happening) and is capable of fine detail and moving parts limited only by the Lord of Rest's skill (note that they have craft skills!). They can produce more material to enlarge themselves, but only lesser woods (such as pine) and linen etc. More expensive materials can be assimilated by prolonged contact (although they will generally be rather lumpy looking if the Lord of Rest lacks the appropriate craft skills). See below for details on disassembling a Lord of Rest.

Lords of Rest naturally begin to asexually bud one crib from their underside (if they have legs), or side (if in a form that doesn't have legs), every time a child is conceived in them. This process is FAR FAR from instantaneous in reaching completion, but almost invariably takes less time than the gestation period (including to hatching if occupants are egg layers) of the occupants. Pregnant Lords of Rest have been known to get "Pregnancy Cravings" causing them to take coins out of purses left nearby by their owners, or off of nightstands. They incorporated these materials into the growing crib. Most Lords of Rest have no particular problem with allowing themselves to be used as a "second Honeymoon" location specifically for such purposes. If a Lord of Rest does not wish to reproduce it may make a Will save DC for each conception by occupants to prevent itself from producing a crib. The DC is 10 + 1/3 Lord of Rest's Racial hit-dice. It may re-absorb the material of a given crib if it chooses to attempt and passes a Fortitude Save DC 10 + 1/3 racial hit dice. Depending on the setting, attempting the Fortitude save (or, more rarely, either save) may count as an Evil act.

Disassembling a Lord of Rest: A Lord of Rest will often be totally seamless in its construction, but they can create or remove slip together and/or pegged seams to allow them to be disassembled for moving. Disassembly does not harm the Lord of Rest per se but while disassembled it is unconscious and helpless until reassembled (deduct a hitpoints if parts are lost and have to be replaced with non-original ones or are missing altogether. A few small pegs or a pillow would only be 1 hp, while an entire post might be 1/5 the Lord of Rest's total hp.).

EDIT December 2010:
Insomniac's Friend [Racial(Lord of Rest)]
Whether you are/have been host to sextuplets, or just someone who wakes up every hour, your abilities have expanded to accommodate the situation.
Prerequisites: Lord of Rest, Class Level 6
Benefits: Your Deep Slumber ability becomes at-will.
Normal: You can only use your Deep Slumber ability twice per day.


Giant Sleeper [Racial (Lord of Rest)]
Dragons sleep here, peacefully dreaming of battle.
Prerequisites: Lord of Rest, Huge or larger size.
Benefits: The number of HD your Deep Slumber spell-like ability may effect doubles.
Normal: Deep Slumber can not effect any creature with more than 10 HD.
Special: You may take this feat multiple times. Each time it mathematically doubles the number of HD you may effect. This does not follow the normal rules for doubling. In other words the progression is 10, 20, 40, 80, 160, etc etc NOT 10, 20, 30, 40, 50, 60, etc etc.

Example adventuring Lords of Rest:

Sun's-Setting
Large Lord of Rest
Level/Hit Dice:10th Level Cleric of Pelor (Healing and Sun Domains), 5d10+30 racial HD
Hitpoints: 102 hp
Initiative: +1 (+1 Dex)
Speed: 0 ft. Base (40 ft. with Animate Objects), Fly 30 ft (when carpet active)
Armor Class: 18 (+1 Dex. (changes to -5 Immobility when without a movement speed), -1 size, +2 Large Shield, +6 Natural); touch 10; flat-footed 17
Base Attack/Grapple: (+11/+6) / (+15/+10)
Attack: Large Masterwork Morningstar +15 Melee (3d6+4) OR Large MW Light Crossbow +11 ranged (2d6)
Full Attack: Large Masterwork Morningstar +15/+10 (3d6+4) OR Large MW Light Crossbow +11 ranged (2d6)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Sheet Grappling, Turn Undead
Special Qualities: Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy
Saves: Fort +8, Ref +5, Will +12
Abilities: Str 18, Dex 12, Con -, Int 12(14 with Finial of intellect +2), Wis 18, Cha 15
Skills: Concentration +16, Heal +15, Knowledge(Religion) +11, Spellcraft +7, Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Singing) +5, Profession(Masseuse) +5
Feats: Alertness, Combat Expertise, Skill Focus(Concentration), Still Spell
Equipment/Treasure: 5 ft x 5 ft Carpet of Flying (Strapped to BOTTOM of the part of its structure that supports the mattress), Finial of Intellect +2 (like Headband of Intellect), 2 Scrolls of "Animate Objects", Large Masterwork Light Crossbow, Large Metal Shield, Large Masterwork Morningstar
Alignment: Neutral Good
Typical Spells Prepared
0th level(6): Resistance x2, Guidance, Create Water x2, Detect Magic
1st level(5): Bless, Entropic Shield, Sanctuary, Shield of Faith x 2
1st level(Domain): Cure Light Wounds
2nd level(5): Align Weapon, Owl's Wisdom, Shield Other, Resist Energy, Sound Burst
2nd level(Domain): Cure Moderate Wounds
3rd level(4): Blindness/Deafness, Dispel Magic, Helping Hand, Magic Circle against Evil
3rd level(Domain): Searing Light
4th level(4): Freedom of Movement, Death Ward, Divine Power, Summon Monster IV
4th level(Domain): Fire Shield
5th level(3): Dispel Evil, Righteous Might, Symbol of Sleep
5th level(Domain): Flame Strike
Now a mighty four-poster Sun's Setting gained its name when (only a little past its days as a trundle bed) it had itself moved into the sick-ward at a temple of Pelor after its young occupant was killed by goblins while playing one day. Seventeen years later a plague struck the land and his devotion and care for those entrusted to his mattress as well as his fervent prayers on their behalf earned it the right to access Divine energies. The human priests of the temple gladly trained up the unusual acolyte in the duties of the priesthood (at least those which he could meet in his immobile state). It wasn't until sixty-three years after this when war broke out that Sun's Setting developed the taste for adventure (and thus a yearning for mobility). Healers were so needed at the front lines that Sun's Setting was carried up to the walls of the city and wounded soldiers brought to it so it could cure their injuries, thus returning them to the defense of the walls rapidly. After things settled down Sun's Setting petitioned the treasurer of the temple for some means of self-propulsion so it might fair forth and deliver protection by seeking out evil and destroying it. A flying carpet was purchased and strapped below where its mattress rested, and it flew off in search of companions in its questing.


Kardregedium
Colossal+ Lord of Rest
Level/Hit Dice:20th Level Expert, 100d10+80 racial HD
Hitpoints: 700 hp
Initiative: -1 (-1 Dex)
Speed: 0 ft. Base (60 ft. with Winged Foot Rings)
Armor Class: 24 (-1 Dex. (changes to -5 Immobility when without a movement speed), +5 Post Sleaves of Armor, -8 size, +18 Natural (improved over base version due to large amounts of metal in structure); touch 1 (-3 when without a movement speed); flat-footed 24
Base Attack/Grapple: (+90/+85/+80) / (+118/+113/+108)
Attack: +102 Adamantine Colossal Axiomatic Holy GreatSword +6, 8d6+24(+2d6 vs Evil, and +2d6 vs Chaotic)
OR +89 Colossal Sling (firing Adamantine Colossal Axiomatic Holy Sling Bullet +6), 3d6+18(+2d6 vs Evil, and +2d6 vs Chaotic)
OR (See Equipment/Treasure for less commonly used weapons)
Full Attack: +102/+97/+92 Adamantine Colossal Axiomatic Holy GreatSword +6, 8d6+24(+2d6 vs Evil, and +2d6 vs Chaotic)
OR +89/+84/+79 Colossal Sling (firing Adamantine Colossal Axiomatic Holy Sling Bullet +6), 3d6+18(+2d6 vs Evil, and +2d6 vs Chaotic)
OR (See Equipment/Treasure for less commonly used weapons)
Space/Reach: 40 ft / 40 ft
Special Attacks: Sheet Grappling
Special Qualities: Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy, Fire Resistance 30 (due to construction)
Saves: Fort +39, Ref +38, Will +49
Abilities: Str 34, Dex 4(8 with Tassels of Dexterity), Con -, Int 22, Wis 18, Cha 19
Skills: Craft(Metal Sculpting) +32, Craft(Jewelry Making) +32, Craft(Sewing) +32, Craft(Stone Sculpting) +29, Craft(Woodworking) +32, Perform(Story Telling) +25, Perform(Singing) +25, Profession(Masseuse) +27, Knowledge(Religion) +8, Knowledge(The Planes) +8, Spellcraft +7, Knowledge(Nature) +8 (Some skill points still not distributed)
Feats: Combat Expertise, Martial Weapon Proficiency (GreatSword), Power Attack, Skill Focus[Craft(Metal Sculpting)], Skill Focus[Craft(Jewelry Making)], Skill Focus[Craft(Sewing)], Skill Focus[Craft(Woodworking)]
Equipment/Treasure: Sheet of Protection +5 (As per Cloak of Protection), Post Sleaves of Armor +5 (As per Bracers of Armor), Tassels of Dexterity +4 (As per Gloves of Dexterity), Adamantine Colossal Axiomatic Holy GreatSword +6 Damage: 8d6+24(+2d6 vs Evil, and +2d6 vs Chaotic), Cold Iron Colossal Axiomatic Holy GreatSword +1 Damage: 8d6+19(+2d6 vs Evil, and +2d6 vs Chaotic), Alchemical Silver Colossal Holy GreatSword +1 Damage: 8d6+19(+2d6 vs Evil), Finial of Teleportation (As per Helm of Teleportation), Winged Foot Rings (As per Winged Boots), Colossal Sling, 50 Adamantine Colossal Axiomatic Holy Sling Bullets +6, 25 Cold Iron Colossal Axiomatic Holy Sling Bullets +1, 25 Alchemical Silver Colossal Holy Sling Bullets +1, 50 Colossal Sling Bullets +1, 100 Collosal Sling Bullets
Alignment: Lawful Good

Kardregedium is slept in by a married pair of Great Wyrm Gold Dragons, each 27 CR. It has incorporated (with their express permission, and indeed urging) a large amount of their hordes, and they have sold all other art objects they owned to buy materials for it to incorporate into its structure. They keep a sufficient amount of spending money around, and have magic items, but everything else is incorporated into this animated work of art. It is shaped like a nest with out-rigger legs for stability, with a cylinder of curtains leading up to a dome top. The underlying structure of the frame is iron (it has "eaten" at least one Wall of Iron) and has finely inlaid itself with materials including but not necessarily limited to the following: Gold, Silver, Platinum, gemstones, pearls, ivory, darkwood, oak, mahogany, cedar, teak, marble (in many colors), granite, slate, mithrel, and adamantine. The resulting artwork (including hair thin details) covers every square inch of the frame, pillars, canopy, etc. Every bit of "cloth" in its structure is actually some sort of metal (usually a precious one) that it has spun out as fine as silk. The resulting embroidery (for lack of a better term) also forms exquisite scenes that continue the themes of the frame. The stuffings of the mattress, pillows, cushions etc are all phoenix feather. It considers itself an artist, and loves explaining its decorations to visitors. Being associated with such paragons of Good and Law means, and containing so much precious material in its structure means that it knows that it may attract the wrong sort of attention, and so it has learned a few of the arts of battle from its occupants in case it needs to make a last ditch defense of the sleeping chamber.
Quote:
"Now we have all grown old together and we are each strong, strong, strong, dozer in the corner.", it boasted, "My paneling is like five fold shields, my posts marble pillars, my curtains priceless works of embroidery, the crack of my blanket a thunderbolt, my sheets a hurricane, and my cushions pure decadence!"
(Yes, this IS based on Smaug's boast to Bilbo... the classics are worth referencing!)