Arggh! Giant metal monsters - please help. [Archive] - Wizards Community

Post/Author/DateTimePost
Kevtar

05-20-07, 09:07 PM
Hi all,

In a fit of impromptu creativity (or lack of it depending on your perspective) I introduced a new monster into the game and now I have the unenviable task of statting out such a creature.

Here is the overall idea:

These are gargantuan sized constructs that are faster, more agile, and sinister than your every-day Iron Golem. They are alien in design and were created by someone from a different plane/different world who can't get access to arcane magic, thus he steals it from other worlds. Once all of the magic has been stolen, the world is magically dead (well, arcane magically dead). Right now, my campaign setting is under attack from this creature, and so arcane magic is rapidly disappearing.

ANYWAY - the "creator" uses these gargantuan metallic creatures as part of his onslaught.

Here's the idead behind the creatures:

- alien in design
- somewhat techno/archaic looking
- they use liquified people/animals/monsters for fuel. Basically, they grab a victim and throw them into a metallic maw (which open and closes like a sideways mouth) in their chest. The victims are then are ground into liquid and pumped through tubes which distribute the "juices" to the critical systems of the creature.

Heres a stat-block that I'm brainstorming with:

Mercurial Colossus:
CR 15
Size G
HD 20d10+30
HP 200
Init -1
Spd 30 ft
AC 30, touch 8, FF 30
BAB +12/+7/+2
Grapple +28
Melee slams +20/+20 (2d10 + 11)
SA Liquify Prey; SQ Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, Fast Healing 2, Anti-magic field 10';
AL NE
SV Fort +6, Ref +5, Will +6
Str 32, Dex 10, Con 0, Int 0, Wis 11, Cha 1.

Special Abilities: Damage Reduction, Darkvision, Fast Healing, Low-light Vision.

Combat

Liquify Prey (Su): On a successful grapple attempt, a Mercurial Colossus can place an opponent 2 (Large or smaller) within its "feeding cavity." Once there, the creature must make a successful Fort save DC 20 or receive (save for half) 10d6 slashing, piercing, and bludgeoning damage. Any creature reduced to -10 HP in this fashion is liquified and fuels the construct's vital systems. A successful grapple check, escape artist, or 30 points of damage to interior of the colossus will free the creature

Immunity to Magic (Ex): Antimagic field in effect. If antimagic field is removed, a secondary immunity to magic (as a standard construct) goes into effect.

Fast Healing 2: A mercurial colossus is infused with microscopic nanobytes which repair critical systems within the construct.

The basic questions are:

1 - Are the CR/HD/etc... ok? I have no idea, LOL
2 - Can you offer any suggestions?

Thanks in advance
R.M.G.C.L.F.

05-21-07, 01:20 AM
I'm not very familiar with these new-fangled stat blocks, but I'll do what I can.

To start with, a creature with 0 int is comatose, and one with 0 con is dead. What these should have are non-abilities, Int-, con-.

The alignment should be true neutral if they're mindless. "evil zombies and skeletons" aside, creatures with no intelligence do not have the capacity to make moral choices, and hence cannot have any more evil or good than a spoon.

Immunity to magic is not a standard construct trait, it is a trait of golems. In any case, there is nothing I can think of that would "remove" an anti-magic field, as it is a supernatural quality, save another anti-magic field, and then it would be a moot point.

If you wanted, you could have the anti-magic field be a special part of the machinery, something that could be disabled by a particular kind of energy or a hit to a certain place. It's a CR15, but I still feel wary of giving anything its own anti-magic field.

If these are part of a group, maybe it would make sense to have more specialized individuals. Maybe there are digestor "factories", large, sluggish thing that refine organic life into fuel, smaller, scout-like abductors, and warrior-units loaded with special drills and saws and whatnot. I might also have a few special types of magic or spell bypass their anti-magic fields, otherwise the spellcasters would be consistantly useless in encounters.


The thing I don't get is, if it's from a world without arcane magic, how would they be equipped with anti-magic fields? I don't see any way these buggers can steal magic. Why not give them a sort of spell absorption power instead of anti magic fields, or maybe absorptive resistance (if the caster fails the spell resitance check by five or more, the spell gets absorbed and gives the construct a little boost)

Also, add in some creature description. As it stands I'm imagining them as vague, clunky b-movie city smashers, and that doesn't seem to be the visual you're going for.
Kevtar

05-21-07, 02:55 PM
To start with, a creature with 0 int is comatose, and one with 0 con is dead. What these should have are non-abilities, Int-, con-.

Normally, this is true. However, constructs, per the MMI, do not have INT or CON scores.

The alignment should be true neutral if they're mindless. "evil zombies and skeletons" aside, creatures with no intelligence do not have the capacity to make moral choices, and hence cannot have any more evil or good than a spoon.

Well... I don't want them mindless - so I guess I will end up giving them an INT score.

Immunity to magic is not a standard construct trait, it is a trait of golems. In any case, there is nothing I can think of that would "remove" an anti-magic field, as it is a supernatural quality, save another anti-magic field, and then it would be a moot point.

Immunity to magic is a trait for Iron Golems, which I used as a guide, BUT this immunity is not an anti-magic field. However, certain immunities to magic are a standard construct trait (construct traits (http://www.systemreferencedocuments.org/35/sovelior_sage/monsterTypes.html#construct)).

If you wanted, you could have the anti-magic field be a special part of the machinery, something that could be disabled by a particular kind of energy or a hit to a certain place. It's a CR15, but I still feel wary of giving anything its own anti-magic field.

That's a great idea.

If these are part of a group, maybe it would make sense to have more specialized individuals. Maybe there are digestor "factories", large, sluggish thing that refine organic life into fuel, smaller, scout-like abductors, and warrior-units loaded with special drills and saws and whatnot. I might also have a few special types of magic or spell bypass their anti-magic fields, otherwise the spellcasters would be consistantly useless in encounters.

There are other forces that have made appearances -- kind of scouts to the "big machinery." As far as magic or spell bypasses, the idea of being able to disable (permanently or temporarily) the anti-magic field through physical damage is a great way to get the spellcasters a chance to act.

The thing I don't get is, if it's from a world without arcane magic, how would they be equipped with anti-magic fields? I don't see any way these buggers can steal magic. Why not give them a sort of spell absorption power instead of anti magic fields, or maybe absorptive resistance (if the caster fails the spell resitance check by five or more, the spell gets absorbed and gives the construct a little boost).

I haven't quite worked this out. I like the idea of the anti-magic field being an ability that is not tied to magic -- more of a technological threat so to speak. As far as the stealing magic goes, that's not their job, thats for someone else. These guys are for eliminating resistance. I also like the idea of the spell absorption/resistance, etc... I think reflection would be cool too. Imagine the wizard casting a fireball only to have fly back in his face. :)

Also, add in some creature description. As it stands I'm imagining them as vague, clunky b-movie city smashers, and that doesn't seem to be the visual you're going for.

When I get some more time I will give more description. In the meantime, if you watch the Transformers trailer at Yahoo movies, you will get an idea of what I have in mind. I came up with the idea before I saw the trailer, and they worked/looked differently, but the trailer concept was better.

Thanks for the reply
R.M.G.C.L.F.

05-22-07, 08:57 AM
Magic immunity of any kind is not a construct trait. They're immune to mind-affecting effects, but that's a different category, as some mind-affecting effects are non-magical.

Int- and con- are the standard representations of not having an ability score. If a creature has con0, it has a constitution score.

You're welcome.
Timedude

05-22-07, 09:32 AM
Wow. Cool. Neat concept. This looks like it's going to be a major monster. It makes magic users useless (for the time being, anyway), and it eats people! Sweet!

No, really though. I thingk that they need some sort of ablity to absorb spells rather than anti-magic field. Maybe some sort of Spell absorbsion that would temperatily give it a bonus to one of it's stats? So, say a wizard throws him a fireball. Well, what if the 'Mercurial Colossus' not only absorbs the spell be fore it even reaches him, but it increases his Strength too! Let's say +1 per spell level? Don't know how balenced that is... Just use it as a basis for an idea, don't use that exact mechanic...

I'll try to keep up with this thread...
Timedude
AlanBruce

05-22-07, 10:05 AM
Here's an "idea". I recalled Final Fantasy X, where the party fights a construct (although in the game they're called Machina), that is basically a giant beam cannon on wheels. Now, that enemy was extremely vulnerable to magic, particularly electricity, however, the cannon had a small construct that hovered well above him (and the party) and cast an anti-magic field, effectively protecting the cannon against any spell.

What I propose for your robot is a similar idea. Have this tiny sized construct emerge from the creatures head, or back. and constantly hover 10 feet above the creature (you did mention it's gargantuan, right?), that way, it won't be that easy to get it. The AC for this little nuissance shouldn't be too high, but I would give it some sort of arrow deflection and perhaps invisibility? It's a CR 15 monster, the party should be prepared for problems like this. I would have them see a latch open on the construct, but nothing come out. Then, when spells begin to fizzle away, have them roll a spot or listen check to notice something else in the area.

Hope it helps.