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| toadmp507-04-07, 10:26 AM | Draconian Guard Large Construct Hit Dice: 12d10+30 (96 hp) Initiative: -1 (Dex) Speed: 20 ft (can’t run) AC: 26(+18 natural, -1 size, -1 Dex) BAB/Grapple:+9/+23 Attacks: 2 claws+18 melee Damage: Claw 2d6+10 Face / Reach: 10ft by 10ft Saves: Fort +4, Ref+3, Will +4 Abilities: Str 30, Dex 9, Con -,Int.-, Wis. 11, Cha 1 Special Attacks: Special Qualities: Stone Form, Construct, magic immunity, damage Reduction 10/adamantine, Crush, Rush Climate Terrain: Any land Organization: Solitary or gang (2-4) Challenge Rating: 11 Treasure: None Alignment: Always Neutral Advancement Range: 13-22 HD (Large),23-36(huge) A Draconian Guard is a crude stone copy of a hybrid between a dragon and a human except it’s approximately 7 feet 6 inches tall and weighs about 1500 lbs. It stands upright, but can go down on all four "limbs." Its skin is a Dark-brown shade with cracks from previous battles scattered across it. A Draconian Guard smells like dank, musty air, making it impossible to track by scent in dungeons. Any items placed on a draconian guard besides in its creation are turned into stone and absorbed. This construct wears no clothing, but has its stone hide carved into scales. It has no possessions and no weapons. It moves by slowly walking making a grating sound. Combat A draconian guard usually sneaks up behind enemies and grapples them, and then tries crushing its prey or attacks them if it can’t grapple them the first time. A draconian guard allied with someone with illusion spells is a deadly combination. Stone Form (Ex): If a Draconian Guard is not moving, it is impossible to discern from a normal statue. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Stone Hide (Ex): Any piercing weapon that strikes a draconian guard takes 2d6 damage. Magic immunity (Ex): A Draconian Guard is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the Guard’s structure but makes it vulnerable to any normal attack for the following round (this does not include spells, excluding those that cause damage). Crush:Once a draconian guard grapples an enemy, it begins crushing them at a rate of 2d6+10 crushing damage each turn the target is grappled. The creature being grappled may make an opposed grapple check to move the draconian guard's "arms." The creature may also attempt an Escape Artist check to slip through the draconian guard's "arms." Rush (Ex): Once per minute, the normally slow-moving Draconian Guard can move at a speed of 100 feet. However, the draconian Guard must take a free action to put the two upper "limbs" on the ground before they can perform this. Construction A Draconian Guard’s body must be sculpted from a single block of stone weighing at least 2000 pounds. The golem costs 150,000 gp, including 2,000gp for the body and 40,000gp for vestments, which can be reused. Creating the body requires a successful Craft (sculpting or masonry) check (DC20). The ritual requires a 16th-level creator who can cast divine spells. Completing this ritual drains 1,800 XP from the creator and requires animate object, bless, commune, prayer, and resurrection. |
| Talisman07-04-07, 01:39 PM | Large Construct Hit Dice: 12d12+36 (135 hp) Constructs have d10 Hit Dice, not d12s A Large construct gains +30 bonushit points HD and hp should therefore be 12d10+30 (96 hp) Speed: 10 ft (can’t run) Now that's a slow critter. I suggest upping it to 20'. Attacks: 2 slams+8 melee, 2 claws+12 Damage: Claw 2d6+15 :confused: Does it attack with claws or slams? If both, why? Attack bonus for the primary attack should be +18 (+9 BAB, +10 Str, -1 size). A secondary attack would be +13. However, irf it has twin attacks (two claws, for instance), both are at full bonus. Face / Reach: 5ft by 5ft/10ft Rargh! 3.0 bad! For a Large, Tall creature, this should be 10'/10'. Saves: Fort +3, Ref-5, Will +10 Fort should be +4 (+4 base, no Con). Ref should be +3 (+4 base, -1 Dex). Will should be +4 (+4 base, +0 Wis). Special Qualities: ...damage Reduction 25/+1 Grr! More 3.0 badness! This should be DR 10/adamantine, comparable with the MM's golems. Challenge Rating: 10 Looks pretty good. Advancement Range: 16-17 HD (Large) :confused: The typical maximum advancement range for a critter is 3 X base HD, or 36 for this fellow. This is by no means universal...but an advancement range that skips the next 3 HD, then goes 2 HD more is...odd. I suggest this: Advancement: 13-22 HD (Large), 23-36 HD (Huge) A Draconian Guard is a crude stone copy of a hybrid between a dragon and a human except it’s approximately 7 feet 6 inches tall and weighs about 1500 lbs. Is it four-legged, like a dracotaur? Or bipedal, like a half-dragon/half giant? Combat A draconian guard usually grapples and suffocates its enemies or attacks them if it can’t grapple them the first time. BAB +9/Grapple +23 (should be listed before "Attacks") For the technique you describe, it's really surprising that this critter doesn't have Improved Grab. Of course, that would probably bump the CR to 11. Stone Hide: Any piercing weapon that strikes a draconian guard that has a hardness of 5 or less breaks on contact. This does not apply to masterwork weapons. Why doesn't it apply to MW weapons? So, no matter how big my wooden greatclub is, it snaps like a twig? I'd change this so that any time a weapon strikes a draconiam guardian, th weapon takes X damage (maybe 2d6 points). Thus, high-magic and high-hardness weapons are more resistant to the effect, and really big wooden weapons don't simply snap off. |
| toadmp507-04-07, 11:39 PM | I just modified it to make it better and also to place in the "Crush" and "Rush" abilities. |
| Adrez Nesnsid07-05-07, 12:58 AM | Stone Hide: Any piercing weapon that strikes a draconian guard that has a hardness of 5 or less breaks on contact. This does not apply to masterwork weapons. Why doesn't it apply to MW weapons? So, no matter how big my wooden greatclub is, it snaps like a twig? A wooden greatclub is a bludgeoning weapon, isn't it???? |
| Talisman07-05-07, 11:39 PM | A wooden greatclub is a bludgeoning weapon, isn't it???? :embarrass Missed the "piercing" part. My bad. This guy looks a lot better now... Damage: Claw 2d6+15 Claw damage should be 2d6+10, not +15. A 30 Str gives a +10 bonus, and you only add strength-and-a-half on a natural weapon if it's the creature's only attack (like a wolf's bite). Stone Hide: Any piercing weapon that strikes a draconian guard takes 2d6 damage. I like this better. It should be noted as an (Ex) ability. Crush:Once a draconian guard grapples an enemy, it begins crushing them at a rate of 2d6+2 crushing damage each turn the target is grappled. The creature being grappled may make a Strength check(DC 23) to move the draconian guard's "arms." The creature may also attempt an Escape Artist check(DC 15+number of turns grappled) to slip through the draconian guard's "arms." Interesting...why is damage 2d6+2? Should be +10 for that massive Strength. Generally, to escape a grapple, you make an opposed grapple check, not a Strength check; and there's no set DC. You can also use Escape Artist, but again, it's an opposed roll, not a roll against a DC. You just roll your grapple (BAB + Str mod + size mod) or Escape Artist against the draconian guard's +23 grapple bonus...and hope for a natural 20. Rush: Once per minute, the normally slow-moving Draconian Guard can move at a speed of 100 feet. However, the draconian Guard must take a free action to put the two upper "limbs" on the ground before they can perform this. Looks fine, but should be noted as (Ex). CR 12 looks a little strong...I'd say CR 11. |
| toadmp507-08-07, 06:44 PM | Fixed everything the flaws you pointed out. |
| toadmp507-08-07, 08:33 PM | Does anyone else have any idea of what I should change? |
| toadmp507-10-07, 09:39 AM | Bump :bump: |