Construct Ideas [Archive] - Wizards Community

Post/Author/DateTimePost
Kyy'Dakh

09-21-03, 04:48 PM
Here's a few construct ideas I've had. This is my first post, so please forgive any mistakes.

1) Carrier Golem (I have a 12th level PC researching to invent this kind of construct).

Medium Construct
HD: 6d10+20 (53 hp)
Initiative: +7
Speed: 30 feet
AC: 19 (+3 dex, +6 natural)
Attack: Slam +8 melee (1d4+4)
Full attack: 2 slams +8 melee (1d4+4)
Face/Reach: 5ft/5ft
Special attacks: --
Special qualities: Construct traits, helping hand, item protection.
Saves: Fort +2, Ref +5, Will +2.
Abilities: Str 19, Dex 16, Con --, Int 6, Wis 11, Cha 1
Skills: Climb +13 (9 ranks, +4 Str)
Feats: Improved Initiative, Alertness, ?

A carrier golem is a humanoid construct with a treasure chest attached to its back, where it can store the equipment of its creator and allies.

Helping hand (Ex): A carrier golem can search for any requested item in its storage chest and hand it to an adjacent creature as a free action.

Item protection (Ex): A carrier golem is designed to protect the items it carries, and can dodge accordingly. Any item stored in its chest or carried in the golem's hand benefits from a +4 dodge bonus to AC and a +2 resistance bonus to reflex saves.

Construction: Haven't determined yet, since I don't know what the new construct pricing rules are. For spells required in construction, I'm thinking Bull's Strength, Cat's Grace, Leomund's Secret Chest, Geas/Quest, and maybe one of Bigby's hand spells. If you can think of a way to lighten up the golem so a 12th level caster can make one, be sure to mention it.

2) Unghost (Used as an enemy, so no construction rules will be given)
Medium Construct (Incorporeal)
HD: 5d10+20 (47 hp)
Initiative: +4
Speed: Fly 120 ft (perfect)
Armor Class: 15 (+4 dex, +1 deflection) touch 15, flat-footed 11.
Base Attack/Grapple: +3/-
Attack: Incorporeal touch +7 (1d6+1d2 Dex), or energy missile +7 (1d6+1d2 Dex)
Full Attack: Same
Space/Reach: 5ft/5ft.
Special Attacks: Dexterity damage, spell-like abilities
Special Qualities: Construct traits, Erratic Invisibility, Incorporeal Traits.
Saves: Fort +1, Ref +5, Will +1
Abilities: Str --, Dex 19, Con --, Int --, Wis 11, Cha 1.
Skills: --
Feats: --
Challenge Rating: 5 or 6?

Unghosts are incorporeal constructs that appear to be ghosts of an unknown humanoid race. They got their name from an incident where a group of clerics tried and failed to turn them, finding out that they weren't undead. To date, no one knows that unghosts are actually constructs.

Spell-like abilities: mage hand, unseen servant at will.

Erratic Invisibility (Su): Unghosts are visible for 1d4 rounds, invisible for 1d4 rounds, and so on. Unghosts cannot attack while invisible.

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So, those are my constructs. About all I need for the unghost is how to get its challenge rating around 5 or 6, if it isn't already. For the carrier golem, I need the CR, and maybe a few ways to trim it down so a 12 level arcane spellcaster can make one.