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RS14
2008-04-20, 04:56 PM
Tunnelcrawler
Small Construct (Programmed)
HD: 3d10+10 (26)
Init: -3
Speed: 15ft
AC 21; touch 8, flat-footed 21
(10 + 13 natural + 1 size - 3 dex)
Bab +2; Grp: +0
Attack: Slam* melee +4 (1d6+2)
Full Attack: Slam* melee +4 (1d6+2)
Space/Reach 5ft/5ft
Special Attacks: Trample (DC 13, 1d6+3)*
Special Qualities: Construct Traits, Spherical, DR 10/adamantine, blindsight 10ft, SR 13.
Saves: F +1 R -2 W -4
Abilities: Str 15, Dex 5, Con 0, Int 0, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Underground
Organization: Unit (15-40 + 1 Greater Tunnelcrawler)
CR: 3
Treasure: None
Alignment: Neutral Neutral
Advancement: 4-6HD (Medium), 7-8HD (Large)
LA: -

Programming (Ex):
1. Stay with the rest of your unit at all times.
2. Attack any small or larger living creature within your unit.**
3. Move in the direction ordered by your commander.
4. -

*A Tunnelcrawler's slam and trample attacks deal piercing and bludgeoning damage.
** Frequently amended to exclude a specific class of living creatures.
Spherical (Ex):
Tunnelcrawlers are never prone.

Tunnelcrawlers are small, spherical constructs which resemble large sandspurs. They have dozens of sharp spikes all over their bodies, which double as legs. They are virtually never encountered alone, rather, they are sent out in large units to sweep entire tunnels clear.

Greater Tunnelcrawler
Medium Construct (Programmed)
HD: 5d10+20 (47)
Init: -3
Speed: 15ft
AC: 20; touch 7, flat-footed 20
(10 + 13 natural - 3 dex)
Bab +3; Grp +7;
Attack: Slam* melee +7 (1d6+4) or harpoon melee +0 (1d6+3) 20ft range.
Full Attack: Slam* melee +7 (1d6+4) or harpoon melee +0 (1d6+3) 20ft range.
Special Attack: Harpoon, Trample* (DC 16, 1d6+6)
Special Qualities: Construct Traits, Spherical, DR15/adamantine, blindsight 30ft, SR 15.
Saves: F +1 R -2 W -4
Abilities: Str 18, Dex 5, Con 0, Int 0, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Underground
Organization: Unit (1 + 15-40 Tunnelcrawlers)
CR: 5
Treasure: None
Alignment: Neutral Neutral
Advancement: 6-10HD (Large)
LA: -

Programming (Ex):
1. Act with your unit.
2. If moving would make it impossible to block your tunnel, do not move in that manner.
3. Order unit to engulf any small or larger living creature within 30ft.**
4. Harpoon any small or larger living creature within 20ft.**
5. If attacked and unable to advance towards attackers, retreat.
6. Advance your unit through your corridor.

*A Tunnelcrawler's slam and trample attacks deal piercing and bludgeoning damage.
** Frequently amended to exclude a specific class of living creatures.

Spherical (Ex):
Tunnelcrawlers are never prone.
Harpoon (Ex):
A harpoon is a thrown weapon which deals 1d6 damage. If it deals any damage to the target, it is considered stuck, and the thrower and target may make strength checks to pull one another towards each other. 5ft if victorious, and +5ft per 5 by which the check succeeds. The thrower gets a +4 circumstance bonus on this check. A harpoon which is removed deals 1d6 damage, unless it is treated with a DC15 heal check.

A Greater Tunnelcrawler looks just like a regular Tunnelcrawler, only larger. They are the commanders of Tunnelcrawler units, and feature a harpoon which they can fire from their body and use to draw in opponents.

Tunnelcrawler Unit
Huge Construct (Programmed)
HD: 11d10+40 (100hp)
Init: -3
Speed: 15ft
AC 18; touch 5, flat-footed 18
(10 - 3 dex + 13 natural -2 size)
Bab +8; Grp +16
Attack: Slam* melee +13 (2d6+5) or Harpoon ranged +5 (1d6+5)
Full Attack: Slam* melee +13 (2d6+5) or Harpoon ranged +5 (1d6+5)
Space/Reach: 15ft/5ft
Special Attacks: Engulf
Special Qualities: Construct Traits, Modular Construction, DR 10/Adamantine, blindsense 30ft, SR 21
Saves: F +6, R +3, W +1
Abilities: Str 20, Dex 5, Con 0, Int 0, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Underground
Organization: Solo, Warband (1 Unit + 10-20 humanoids)
CR: 8
Treasure: 30% items
Alignment: Neutral Neutral
Advancement: 11-15HD (Huge), 16-19HD (Gargantuan)
LA: -

Modular Construction (Ex):
A Tunnelcrawler unit experiences 1/10 the effect of any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). For example, a death effect would remove 1/10th the unit's base hp; a ray spell would deal 1/10th normal damage. A Tunnelcrawler unit takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Harpoon (Ex):
A harpoon is a thrown weapon which deals 1d6 damage. It has a range increment of 10ft and a maximum range of 20ft. If it deals any damage to the target, it is considered stuck, and the thrower and target may make strength checks to pull one another towards each other. 5ft if victorious, and +5ft per 5 by which the check succeeds. The thrower gets a +4 circumstance bonus on this check. A harpoon which is removed deals 1d6 damage, unless it is treated with a DC15 heal check.

Engulf (Ex):
A Tunnelcrawler unit can mow-down huge or smaller creatures as a standard action. It cannot make a slam attack in the round it engulfs. The Tunnelcrawler unit merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the unit, 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 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the unit moves forward. Engulfed creatures are immediately subjected to damage as if they had failed against two successive trample attacks by the constituent Tunnelcrawlers (2d6+6) , and continue to take such damage on the Tunnelcrawler Unit's turn as long as they remain engulfed. Engulfed creatures are considered to be grappled and trapped within the unit. The DC is strength based.

Programming (Ex):
1. Act as one unit
2. If moving would make it impossible to block your tunnel, do not move in that manner.
3. Engulf any small or larger living creature within 30ft.**
4. Harpoon any small or larger living creature within 20ft.**
5. If attacked and unable to advance towards attackers, retreat.
6. Advance through your corridor.

*A Tunnelcrawler's slam and trample attacks deal piercing and bludgeoning damage.
** Frequently amended to exclude a specific class of living creatures.

A Tunnelcrawler Unit is a rolling mass of Tunnelcrawlers, all moving together down one tunnel and crushing anything in their path.
[hr]
Tunnelcrawlers are Programmed Constructs (http://www.giantitp.com/forums/showthread.php?t=55682) designed with the sole purpose of clearing underground tunnels. While weak on their own, a full unit, in which the Tunnelcrawlers form a single, massive, moving wall of spikes, is capable of forcing almost any unit into retreat, thereby allowing allied troops to establish themselves in the vacated tunnel.