Angry Ampersand [Archive] - Wizards Community

Post/Author/DateTimePost
Asta Kask

09-19-04, 03:44 PM
I've really no idea where this came from. One day I started thinking about phrases like "fear the ampersand" and "rage of the ampersand," which seemed hilarious at the time. Oh well...

Angry Ampersand
Diminutive Construct
Hit Dice: 1d10 (5 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect)
Armor Class: 21 (+4 size, +5 Dexterity, +2 Deflection)
Base Attack/Grapple: +0/-13
Attack: Slam +9 melee (1d2-5)
Full Attack: Slam +9 melee (1d2-5)
Space/Reach 0 ft./0 ft.
Special Attacks: Sneak Attack +2d6
Special Qualities: Construct traits, damage reduction 5/magic, low-light vision, darkvision out to 60 feet, weapon finesse, immunity to magic
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 1, Dex 21, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Inside of books
Organization: Solitary or swarm (2-20)
Challenge Rating: 1
Treasure: None
Alignment Always neutral
Advancement: 2-3 HD (Diminutive)
Level Adjustment: -
As you open the book, something catches your eye. One of the ampersands suddenly animates and, in a flash of the eye, leaps up to attack you!

The angry ampersand is a kind of golem that lies somewhere between a monster and a trap. It is usually constructed by wizards who need something to guard their spellbooks, but it can spontaneously arise in high-magic areas - especially if the book they inhabit is also magical.
Angry ampersands are fast fliers, and can hide in unexpected places if the opponent survives their first attack. The ampersand weighs a few ounces.

Combat
Ampersands like to attack when their opponents are unaware of them.
Sneak Attack: This works exactly like the rogue ability of the same name. It does +2d6 damage.
Weapon Finesse The angry ampersand is an exception to the rule that creatures with no Intelligence can't have feats.
Immunity to Magic The angry ampersand is immune to any spell or spell-like ability to allows spell resistance. However, if a caster casts erase at the ampersand, it must make a Fort save or be destroyed.

Construction
An ampersand is constructed with a quill, ink and a parchment. Drawing the angry ampersand requires a DC 15 Craft (calligraphy) check.
CL 5th; Craft Construct, animate objects, sepia snake sigil, caster must be at least 5th level; Price 500 gp,; Cost 250 gp + 10 XP.
R.M.G.C.L.F.

09-19-04, 05:17 PM
Thoughts:

First, I think yee should either rename it "Ampersand Golem" or be doin' away with the golem magic immunity.

The deflection bonus to armor class be seemin' a tad redundant as it already have formidible size and dexterity bonuses.

As written this critter be underpriced and overpowered. Something with DR5 that already posses a relatively high AC and be immune to all spells is no easy match for a first level party o' adventurers. Why just the scurvy punctuation's sneak attack alone be capable of dispatchin' the party wizard o' sorcerer. Yee needs to consider some serious reworkin' of the disgruntled conjunction. Arrr.
Xeven the Mighty

09-19-04, 10:01 PM
:twitch:

There is no way a first level party could kill this. Ever. I don't care of it has 5 HP. It is too hard to hit (requiring a 20 even for the party fighter), is immune to magic, and has DR.

My suggestion is to bump the CR or lower the AC.
Khelvaster

09-19-04, 11:03 PM
Change the AC to 13 or 14.

Btw, it could be hurt with a mage hand. Lift the poor bastard up 40 feet and drop.
Xeven the Mighty

09-19-04, 11:24 PM
That's true. I guess it would be CR 1 in that case. I forgot about Mage Hand... But there is a possibility that the Wizard didn't prepare it, or that the Sorcerer didn't choose to know it (After all, it isn't an overly powerful spell at 1st level). In that case, the CR increases exponentally. It is about CR 4-5 without Mage Hand. Maybe even higher. Although... There is True Strike... That's a nifty spell... And I guess the thing is toast against a True Strike-d Fighter... But still, you need a caster that has either one of those exact spells.

It is really more of a 'Here, figure this out' monster at 1st level.
Asta Kask

09-20-04, 07:15 AM
Change the AC to 13 or 14.

Btw, it could be hurt with a mage hand. Lift the poor bastard up 40 feet and drop.

It flies, so no. Alright, it's my first monster so I'm new to this. I'll rework it tonight...
eggplantm

09-20-04, 09:12 AM
It's a very original monster idea and I think there are some very good points to it. However, there are some things that are out of whack with it for its CR.
The combination of its AC, magic immunity and sneak attack damage put it way past a CR1. I believe it might be a solid CR2. By that point the party can likely deal with it. The fighter might get one shot off before this thing kills someone. A 21 is tough but not impossible at that level. The sneak attack will probably only work in the first round but it could kill a first level character. The ampersand's attack does 1 pt +2d6. Average damage 8 points. After round one this thing is really only doing one point of damage unless there are many of them.

I'd get rid of the DR/magic. It's not necessary. Maybe call it a script golem? Also, most golems do not get saves versus spells that affect them. You could have the erase spell slow the golem with no save. Jack up the price though, I can't imagine any construct costing so little to make. Wizards would fill a room with them and then it would be a nightmare when all those sneak attacks came at once.

P.S. You need to mention their hide skill even if they have no ranks it would be a base of I believe +16.
Adrez Nesnsid

09-20-04, 10:06 AM
Thoughts:

First, I think yee should either rename it "Ampersand Golem" or be doin' away with the golem magic immunity.

Maybe its not powered by a bound elemental spirit

(Edit: Just noticed that he calls it a golem in the description, so it probably is powered by an elemental spirit after all)