bird2234
2008-10-05, 01:55 PM
I'm new to homebrewing, so comments are appreciated!
Krietmeister
Krietmeister
Huge Construct
HD 14d10+40 (117 hp)
Speed 20 ft. (4 squares)
Initiative -1
AC 27; touch 7; flat-footed 27
(-2 Size, -1 Dex, +20 natural)
BAB +10; Grp +27
Attack Slam +17 (2d6+9, 19-20/x2)
Full-Attack Slam +17 (2d6+9, 19-20/x2), 2 Claws +12 (1d8+4, 19-20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks - Enclose, Improved Grab, Rend 2d8+4
Special Qualities - 60 ft Darkvision, Lowlight Vision
Saves Fort +4 Ref +3 Will +4
Abilities Str 28, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -8 to hide
Feats: -
Environment: Any
Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 14-17 HD (Huge), 18 - 20 (Gargantuan)
Level Adjustment -
You hear a horrible screeching sound as massive figure leaps into view. It stands fifteen feet tall, and it appears to be vaguely humanoid in shape. Six mechanical arms ending with vicious claws shift slowly to reveal a gaping maw in its metal chest, and it approaches you, showing no signs of intelligence.
Krietmeisters are warmachines created by ancient engineers and burried along with their creators. Krietmeisters would follow commands of only their master, and with their master dead, they lack purpose, and are slowly twisted by time. When they are found by adventurers, even the ones that have only been there for a few hundred years are a bit sour, and the ancient ones are forces that are not to be reckoned with.
Krietmeisters are golems, essentially, with six spider-like legs protruding from their chest, and each one of these legs ends with mechanical claws. Every Krietmeister has an exposed core, and they attempt to feed as many enemies as possible during combat. Victims are almost never seen again once they are 'devoured'.
Krietmeisters cannot speak, and while they do understand Common, they almost never respond when they are spoken to. Krietmeisters weight around 8 tons and stand about fifteen feet tall.
Combat
Improved Grab (Ex): To use this ability, a Krietmeister must first hit on a Slam attack. The Krietmeister may then attempt a grapple check as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold.
Enclose (Ex): On the turn following an Improved Grab, a Krietmeister may choose to open a compartment in its chest behind its mechanical claws and 'feed' its victim into its dangerous mechanical core. The Krietmeister must then attempt a +5 attack roll. If it succeeds, the victim takes 1d6+4 damage per turn. The victim can choose to attack the core of the Kreitmeister from the inside. If the victim deals 15 total damage to the Kreitmeister's core, he/she may escape to a square adjacent to the Krietmeister. If the Krietmeister dies while the victim is inside, the victim takes 1d6+4 damage when as the construct falls, and may then escape.
Rend (Ex): If a Krietmeister hits with both its slam attack and its claws, it rends its enemy for an automatic 2d8+4 damage.
Construct
- Krietmeisters are immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
-Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
-Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- Krietmeisters cannot be raised, as they were never alive to begin with.
Krietmeister
Krietmeister
Huge Construct
HD 14d10+40 (117 hp)
Speed 20 ft. (4 squares)
Initiative -1
AC 27; touch 7; flat-footed 27
(-2 Size, -1 Dex, +20 natural)
BAB +10; Grp +27
Attack Slam +17 (2d6+9, 19-20/x2)
Full-Attack Slam +17 (2d6+9, 19-20/x2), 2 Claws +12 (1d8+4, 19-20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks - Enclose, Improved Grab, Rend 2d8+4
Special Qualities - 60 ft Darkvision, Lowlight Vision
Saves Fort +4 Ref +3 Will +4
Abilities Str 28, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -8 to hide
Feats: -
Environment: Any
Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 14-17 HD (Huge), 18 - 20 (Gargantuan)
Level Adjustment -
You hear a horrible screeching sound as massive figure leaps into view. It stands fifteen feet tall, and it appears to be vaguely humanoid in shape. Six mechanical arms ending with vicious claws shift slowly to reveal a gaping maw in its metal chest, and it approaches you, showing no signs of intelligence.
Krietmeisters are warmachines created by ancient engineers and burried along with their creators. Krietmeisters would follow commands of only their master, and with their master dead, they lack purpose, and are slowly twisted by time. When they are found by adventurers, even the ones that have only been there for a few hundred years are a bit sour, and the ancient ones are forces that are not to be reckoned with.
Krietmeisters are golems, essentially, with six spider-like legs protruding from their chest, and each one of these legs ends with mechanical claws. Every Krietmeister has an exposed core, and they attempt to feed as many enemies as possible during combat. Victims are almost never seen again once they are 'devoured'.
Krietmeisters cannot speak, and while they do understand Common, they almost never respond when they are spoken to. Krietmeisters weight around 8 tons and stand about fifteen feet tall.
Combat
Improved Grab (Ex): To use this ability, a Krietmeister must first hit on a Slam attack. The Krietmeister may then attempt a grapple check as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold.
Enclose (Ex): On the turn following an Improved Grab, a Krietmeister may choose to open a compartment in its chest behind its mechanical claws and 'feed' its victim into its dangerous mechanical core. The Krietmeister must then attempt a +5 attack roll. If it succeeds, the victim takes 1d6+4 damage per turn. The victim can choose to attack the core of the Kreitmeister from the inside. If the victim deals 15 total damage to the Kreitmeister's core, he/she may escape to a square adjacent to the Krietmeister. If the Krietmeister dies while the victim is inside, the victim takes 1d6+4 damage when as the construct falls, and may then escape.
Rend (Ex): If a Krietmeister hits with both its slam attack and its claws, it rends its enemy for an automatic 2d8+4 damage.
Construct
- Krietmeisters are immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
-Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
-Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- Krietmeisters cannot be raised, as they were never alive to begin with.