Flashing Astral Construct: Difference between revisions
m Text replacement - "| Move-Type-Lesser Flight-Speed = | Move-Type-Greater Flight-Speed = " to "| Move-Type-Lesser-Flight-Speed = | Move-Type-Greater-Flight-Speed = " |
m Text replacement - "| Min-CR = 14" to "| Min-CR = 13" |
||
(42 intermediate revisions by 2 users not shown) | |||
Line 6: | Line 6: | ||
<!-- Value: integer between 1 and 35. --> | <!-- Value: integer between 1 and 35. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 13 | |||
| Max-CR = 21 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
Line 23: | Line 26: | ||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 29: | Line 33: | ||
| Restrict-Role-No-Role = | | Restrict-Role-No-Role = | ||
| Restrict-Role-Heavy = | | Restrict-Role-Heavy = | ||
| Restrict-Role-Killer = | | Restrict-Role-Killer = | ||
| Restrict-Role-Leader = | | Restrict-Role-Leader = | ||
Line 37: | Line 40: | ||
| Restrict-Role-Skirmisher = | | Restrict-Role-Skirmisher = | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
| Restrict-Role-Villain = | | Restrict-Role-Villain = | ||
<!-- Values: Y or leave blank --> | <!-- Values: Y or leave blank --> | ||
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | |||
| Pattern1 | | |||
<!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | |||
| Pattern2 | | |||
<!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | Astral Constructs are a more sophisticated type of created magical device than a Golem. Golems are enormously powerful and extremely dangerous, but over the long centuries, the creators of Golems had noticed one great lack of all Golems, no matter how sophisticated: Golems are not subtle. | | Description | Astral Constructs are a more sophisticated type of created magical device than a Golem. Golems are enormously powerful and extremely dangerous, but over the long centuries, the creators of Golems had noticed one great lack of all Golems, no matter how sophisticated: Golems are not subtle. | ||
Golems are massive engines of destruction, plain and simple, and while that can be very comforting when an insane Dragon is howling for your blood, let's be honest, there are many threats that Golems are practically useless to handle. As a first effort to handle this perceived lack in the design of Golems, Animated Objects were conceived and constructed in great numbers. Animated Objects are very popular, even to this day. Animated Objects are much less obtrusive than Golems, so they can be placed around the house and grounds and will draw much less attention, but once the combat begins, Animated Objects were, again, found to be a bit less than stellar at dealing with threats that were similarly subtle and unobtrusive. | |||
Once again, the Creators and Makers, the Tinkers and Thinkers and Masterminds, went back to the drawing board, and on the third attempt, ages ago, they finally harnessed the actual material of the Ether itself, or, Ectoplasm. | |||
Ectoplasm, Soulstuff, Spiritum, Raw Mana, Astral Materia, or Dark Matter, whatever you call it, it was learned that you can indeed make constructs from the eerie extradimensional material, and so the Astral Constructs were created. This was a much, much more successful endeavor! | |||
Astral Constructs are unobtrusive when dormant, incredibly hard to damage in combat, and best of all, since they are made of the same extraplanar material as the very worst of the sneaky, subtle threats out there, they are fully effective against such things as phantoms, shadows, ghosts, fog monsters, and the like. Yes, astral constructs are fairly difficult to build, and so there is plenty of room for good solid Golems and Animated Objects in any Wizard's home-defense plan, but at the same time, no self-respecting Wizard will neglect to have at least a few Astral Constructs around the Tower, just to handle the shadowy and peculiar threats that come from arcane explorations of the Deep Dark. Not to mention that Astral Constructs can be built in forms that are down-right decorative, for a very reasonable fee. | |||
Flashing Astral Constructs are much like lesser variations of the devices, but since they are more difficult to make, they are commensurately more effective. With large light-based area of effects, the Flashing Construct is a sure bet for any landlord seeking to stave off extradimensional pests. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 69: | Line 84: | ||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Construct | | Type | Construct | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | | | Subtype | | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | ||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | ||
Line 111: | Line 126: | ||
| NudgeInit = | | NudgeInit = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | ||
<!-- SENSES --> | <!-- SENSES --> | ||
Line 138: | Line 145: | ||
| Sense-Perfect-Scent-Range = | | Sense-Perfect-Scent-Range = | ||
| Sense-Airsense-Range = | | Sense-Airsense-Range = | ||
| Sense-Blindsense-Range = | | Sense-Blindsense-Range = 120 | ||
| Sense-Cloudsense-Range = | | Sense-Cloudsense-Range = | ||
| Sense-Lifesense-Range = | | Sense-Lifesense-Range = | ||
Line 144: | Line 151: | ||
| Sense-Tremorsense-Range = | | Sense-Tremorsense-Range = | ||
| Sense-Watersense-Range = | | Sense-Watersense-Range = | ||
<!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | |||
| Senses-Custom-Text = | |||
Line 151: | Line 161: | ||
| NudgeAC = -1 | | NudgeAC = -1 | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | ||
| Nudge-Maneuver-Defense = | | Nudge-Maneuver-Defense = | ||
Line 212: | Line 220: | ||
| Hide-Subtype-Weak-Against-1 = | | Hide-Subtype-Weak-Against-1 = | ||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | ||
<!-- MOVE TYPES --> | <!-- MOVE TYPES --> | ||
<!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | ||
if they don't have that movement type, leave it blank --> | if they don't have that movement type, leave it blank --> | ||
| Move-Type-Walk-Speed = | | Move-Type-Walk-Speed = 30 | ||
| Move-Type-Burrowing-Speed = | | Move-Type-Burrowing-Speed = | ||
| Move-Type-Tunneling-Speed = | | Move-Type-Tunneling-Speed = | ||
Line 232: | Line 232: | ||
| Move-Type-Brachiating-Speed = | | Move-Type-Brachiating-Speed = | ||
| Move-Type-Vaulting-Speed = | | Move-Type-Vaulting-Speed = | ||
| Move-Type-Hover-Speed = | | Move-Type-Hover-Speed = 50 | ||
| Move-Type-Lesser-Flight-Speed = | | Move-Type-Lesser-Flight-Speed = 50 | ||
| Move-Type-Greater-Flight-Speed = | | Move-Type-Greater-Flight-Speed = | ||
| Move-Type-Lesser-Swim-Speed = | | Move-Type-Lesser-Swim-Speed = | ||
Line 240: | Line 240: | ||
| Move-Type-Lesser-Teleport-Speed = | | Move-Type-Lesser-Teleport-Speed = | ||
| Move-Type-Greater-Teleport-Speed = | | Move-Type-Greater-Teleport-Speed = | ||
<!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank --> | |||
| Move-Type-Custom-Text = | |||
| NudgeSpace = | | NudgeSpace = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | | NudgeReach = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
Line 290: | Line 293: | ||
| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
Line 296: | Line 299: | ||
| NudgePriDamage = | | NudgePriDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
Line 326: | Line 329: | ||
| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
Line 332: | Line 335: | ||
| NudgeSecDamage = | | NudgeSecDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
Line 362: | Line 365: | ||
| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
Line 368: | Line 371: | ||
| NudgeTerDamage = | | NudgeTerDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
Line 398: | Line 401: | ||
| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
Line 404: | Line 407: | ||
| NudgeQuaDamage = | | NudgeQuaDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
Line 443: | Line 446: | ||
| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
Line 449: | Line 452: | ||
| NudgeRangedDamage = | | NudgeRangedDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
Line 488: | Line 491: | ||
| NudgeSiegeDamage = | | NudgeSiegeDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
Line 495: | Line 498: | ||
| Str = 20 | | Str = 20 | ||
| Dex = 22 | | Dex = 22 | ||
| Con = | | Con = 0 | ||
| Int = 8 | | Int = 8 | ||
| Wis = 20 | | Wis = 20 | ||
Line 538: | Line 541: | ||
<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
Line 561: | Line 550: | ||
| Ability-1-Type = Su, [[Glossary_of_Terms#Gaze|Gaze]] | | Ability-1-Type = Su, [[Glossary_of_Terms#Gaze|Gaze]] | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = Swift Action | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-1-Concentration = | | Ability-1-Concentration = | ||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | ||
| Ability-1-Description = As a swift action, a Flashing Astral Construct may activate an ectoplasmic sheen to their surface that reflects ambient light into punishing, darting, highlights. Any creature within 50 feet that looks at a Flashing Astral Construct with their gaze attack active must make a Reflex Saving Throw at the beginning of their turns, versus a DC of {{Save-DC}} or be [[Blind]]ed to all vision permanently. If the save is made, the creature is still [[Dazzled]] until the beginning of their next turn. Both effects may be avoided by averting your gaze or not looking at the Construct, but any attacks made against the Flashing Astral Construct | | Ability-1-Description = As a swift action, a Flashing Astral Construct may activate an ectoplasmic sheen to their surface that reflects ambient light into punishing, darting, highlights. Any creature within 50 feet that looks at a Flashing Astral Construct with their gaze attack active must make a Reflex Saving Throw at the beginning of their turns, versus a DC of {{Save-DC}} or be [[Blind]]ed to all vision permanently. If the save is made, the creature is still [[Dazzled]] until the beginning of their next turn. Both effects may be avoided by averting your gaze or not looking at the Construct, but any attacks made against the Flashing Astral Construct miss on a Natural Roll of 12 or less on the die ([[Combat#Total_Concealment | Total Concealment]] (see [[Glossary_of_Terms#Gaze|Gaze attack]] rules) unless you have some non-vision sense that allows combat targeting. | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
Line 600: | Line 593: | ||
| Ability-2-Type = Sp | | Ability-2-Type = Sp | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-Action-Required = Standard Action 1/Enc | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-2-Concentration = W | | Ability-2-Concentration = W | ||
Line 606: | Line 603: | ||
| Ability-2-Description = Once per encounter as a standard action, a Flashing Astral Construct may emit a burst of pure Light, so bright that shocked survivors tell of being able to see the skeletons of their friends right through their armor. The Searing Flash is incredibly bright, but lasts so briefly it might be easy to think you'd imagined it, except for the shattered ruin it leaves behind. Searing Flash affects a 35-foot diameter area (7 x 7 squares), within 30 feet of the Flashing Astral Construct. All creatures caught in the area of effect suffer {{Special-Standard-Dmg}} points of {{dmg|Light}} damage, but may make a Reflex save, DC {{Save-DC}}, to take only half damage. | | Ability-2-Description = Once per encounter as a standard action, a Flashing Astral Construct may emit a burst of pure Light, so bright that shocked survivors tell of being able to see the skeletons of their friends right through their armor. The Searing Flash is incredibly bright, but lasts so briefly it might be easy to think you'd imagined it, except for the shattered ruin it leaves behind. Searing Flash affects a 35-foot diameter area (7 x 7 squares), within 30 feet of the Flashing Astral Construct. All creatures caught in the area of effect suffer {{Special-Standard-Dmg}} points of {{dmg|Light}} damage, but may make a Reflex save, DC {{Save-DC}}, to take only half damage. | ||
Searing Flash also inflicts one point of durability damage on all unattended objects of size Fine and smaller in its area of effect regardless of their material, and inflicts one point of durability damage on unattended objects smaller than size Medium if they are made of 'soft' material such as cloth, wood, fur, leather, and the like. Size Small and larger objects made of stone or metal, or reinforced with stone or metal, are immune to this [[Sunder]] effect. All objects size Medium or larger are immune to this Sunder effect. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
Line 640: | Line 637: | ||
| Ability-3-Type = | | Ability-3-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-3-Concentration = | | Ability-3-Concentration = | ||
Line 678: | Line 679: | ||
| Ability-4-Type = | | Ability-4-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-4-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-4-Concentration = | | Ability-4-Concentration = | ||
Line 716: | Line 721: | ||
| Ability-5-Type = | | Ability-5-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-5-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-5-Concentration = | | Ability-5-Concentration = | ||
Line 754: | Line 763: | ||
| Ability-6-Type = | | Ability-6-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-6-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-6-Concentration = | | Ability-6-Concentration = | ||
Line 792: | Line 805: | ||
| Ability-7-Type = | | Ability-7-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-7-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-7-Concentration = | | Ability-7-Concentration = | ||
Line 830: | Line 847: | ||
| Ability-8-Type = | | Ability-8-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-8-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-8-Concentration = | | Ability-8-Concentration = | ||
Line 868: | Line 889: | ||
| Ability-9-Type = | | Ability-9-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-9-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-9-Concentration = | | Ability-9-Concentration = | ||
Line 874: | Line 899: | ||
| Ability-9-Description = | | Ability-9-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE RESURRECTION POWER | |||
HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY | |||
This section lets you write a custom resurrection power for Heavies, Tanks, | |||
Threats, and Villains, replacing the rez power that they get by default. | |||
This ability will only appear if this monster is designated as a Heavy, Tank | |||
Threat, or Villain role. All other times, it will be invisible. --> | |||
| Role-Only--Replace-Rez-Power--Name = | |||
| Role-Only--Replace-Rez-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Rez-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Rez-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Rez-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD KILLER ONLY POWER | |||
KILLER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Killer" role. Any other time, this ability will be invisible. | |||
It does not replace any of the default powers that killers normally get. --> | |||
| Role-Only--Add-Killer-Power--Name = | |||
| Role-Only--Add-Killer-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Killer-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Killer-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Killer-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "SHOUTED COMMAND" POWER | |||
LEADER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Leader" role. It replaces the default "Shouted Command" power, which | |||
lets Leaders give an ally a Standard Action once per round as a Free Action. | |||
Leave this blank if you want the "Shouted Command" power to appear when this monster | |||
is designated as a "Leader" role. --> | |||
| Role-Only--Replace-Leader-Power--Name = | |||
| Role-Only--Replace-Leader-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Leader-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Leader-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Leader-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "LASH OUT" POWER | |||
LEGEND ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Legend" role. It replaces the default "Lash Out" power, which | |||
grants Legends a bonus attack action each round, but only against a fresh target. | |||
Leave this blank if you want the "Lash Out" power to appear when this monster | |||
is designated as a "Legend" role. --> | |||
| Role-Only--Replace-Legend-Power--Name = | |||
| Role-Only--Replace-Legend-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Legend-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Legend-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Legend-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PACKED LIKE SARDINES" POWER | |||
MINION ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Minion" role. It replaces the default "Packed Like Sardines" power, | |||
which allows minions to squeeze into the same space with another minion without | |||
penalty. Leave this blank if you want the "Packed Like Sardines" power to appear | |||
when this monster is designated as a "Minion" role. --> | |||
| Role-Only--Replace-Minion-Power--Name = | |||
| Role-Only--Replace-Minion-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Minion-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Minion-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Minion-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "DEADSHOT" POWER | |||
SHOOTER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Shooter" role. It replaces the default "Deadshot" power, which allows | |||
shooters to use any of their other special abilities at range, even if they are | |||
normally melee only. Leave this blank if you want the "Deadshot" power to appear | |||
when this monster is designated as a "Shooter" role. --> | |||
| Role-Only--Replace-Shooter-Power--Name = | |||
| Role-Only--Replace-Shooter-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Shooter-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Shooter-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Shooter-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD SKIRMISHER ONLY POWER | |||
SKIRMISHER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Skirmisher" role. Any other time, this ability will be | |||
invisible. It does not replace any of the default powers that skirmishers | |||
normally get. --> | |||
| Role-Only--Add-Skirmisher-Power--Name = | |||
| Role-Only--Add-Skirmisher-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Skirmisher-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Skirmisher-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Skirmisher-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "FLASH BOMB!" POWER | |||
SNEAK ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows | |||
sneaks to initiate a stealth stance even while observed (hide in plain sight). | |||
Leave this blank if you want the "Flash Bomb!" power to appear when this monster | |||
is designated as a "Sneak" role. --> | |||
| Role-Only--Replace-Sneak-Power--Name = | |||
| Role-Only--Replace-Sneak-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Sneak-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Sneak-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Sneak-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
Line 904: | Line 1,387: | ||
| CombatTactics = Despite being Constructs, Flashing Astral Constructs are NOT mindless. Their intelligence and sentience is not of a high order, and they are perfectly obedient to their creator or owner, but they definitely have minds and personality and often even foibles and quirks that leave no doubt that they have minds of their own. That being said, in combat, they are completely without scruples, feelings, fear, or mercy. | | CombatTactics = Despite being Constructs, Flashing Astral Constructs are NOT mindless. Their intelligence and sentience is not of a high order, and they are perfectly obedient to their creator or owner, but they definitely have minds and personality and often even foibles and quirks that leave no doubt that they have minds of their own. That being said, in combat, they are completely without scruples, feelings, fear, or mercy. | ||
Flashing Astral Constructs are powerful ranged attackers, and they know it. When combat begins against foes of a mundane sort, they will immediately activate their Flashing Highlights gaze attack and either Hover up walls and cliffs, or go airborne, moving out of melee range while maintaining line of sight and line of effect with their Razing Flash attacks. They will then fire Razing Flashes at spellcasters and powerful ranged attackers. | |||
If property damage is not a concern, they can use their Razing Flash power to slowly but steadily carve smoking holes through doors, walls, ceilings, etc. They will attack without fear or regard to human decency, and a group of Flashing Astral Constructs defending their Maker or Owner will often leave a smoking ruin behind as they burn straight through walls and buildings to get their charge out of harms way. If ordered on the offensive, it is not uncommon for them to burn right through a roof unannounced and attack their targets by ambush. | |||
If they are forced into melee, they will manifest their Astral Sabers, smoking blades of eerie ectoplasm, and attack fearlessly. | |||
If they are fighting creatures with the ability to go Incorporeal, they will plunge into melee as fast as possible, to get their Astral Sabers and Flashing Highlights gaze attack working against such foes. | |||
They will often withhold their deadly Searing Flash. If they are fighting inside the home or property of their Maker or owner, they will seek to avoid the collateral damage the power leaves behind, and will instead try to use their very long-range attacks to wear down a foe. If one of them is destroyed at range, or the fight is otherwise going poorly, they will break out the Searing Flash in the second or third round of combat, in an attempt to 'turn things around.' Since they are immune to their own Light damage, they will use their attacks with wild abandon. Alternatively, if they are fighting in a ruin, or wilderness, or anyplace else where they are not worried about the property damage, they will frequently begin a battle with a smashing series of Searing Flashes, seeking to burn their foes to the ground before the fight even gets properly underway. Opponents who have been assaulted with this brutal alpha strike and survived are rare indeed! | |||
As a note: Their Searing Flash is a spell-like ability, and they are not good casters, and they know it. If they are forced to cast while engaged, they will attempt to take a five-foot step out of melee and trigger it if at all possible. Wise combatants will seek to bottle them up or knock them prone, although their ability to hover can make the prone approach difficult. | |||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = Astral Constructs have minds, and are designed to be used in the homes of the powerful and worthy. They are made of ectoplasm, and their appearance can vary widely and can be formed into almost any shape or appearance. They often appear as urns, vases, cabinets, and the like, so they are as unobtrusive as possible. Equally popular is to find them shaped into the form of servants, such as butlers and footmen, and they frequently have skills and abilities of considerable use around the household. Less common but still popular is to find them in the form of attractive and decorative creatures, such as dancers, house-slaves, concubines, or exotic pets like cheetahs and the like. The personalities they are created with vary, of course, but they are frequently made to be quite droll and reserved, especially the ones meant to be used as servants. | | OutOfCombat = Astral Constructs have minds, and are designed to be used in the homes of the powerful and worthy. They are made of ectoplasm, and their appearance can vary widely and can be formed into almost any shape or appearance. They often appear as urns, vases, cabinets, and the like, so they are as unobtrusive as possible. Equally popular is to find them shaped into the form of servants, such as butlers and footmen, and they frequently have skills and abilities of considerable use around the household. Less common but still popular is to find them in the form of attractive and decorative creatures, such as dancers, house-slaves, concubines, or exotic pets like cheetahs and the like. The personalities they are created with vary, of course, but they are frequently made to be quite droll and reserved, especially the ones meant to be used as servants. | ||
In short, the players can never know if that lovely dancer who is decorating the arm of their evil target is simply a lovely victim to be rescued...or a deadly and efficient killing engine. | |||
An interesting case arises when an Astral Construct has outlived its owner or Maker. Usually, ownership is transferred to an heir, but occasionally, an Astral Construct will find its owner dead and with no heir in sight. Such Astral Constructs can seek service, and often do, but occasionally will strike out on their own. Such free Astral Constructs can almost always be detected by the fact that they will have a Rod of Repairs or even more potent device on their person or in their belongings. For an Astral Construct, such devices are effectively a source of Heals, and can improve their lifespan tremendously. | |||
Latest revision as of 09:51, 3 May 2022
Flashing Astral Construct (CR 16)
Neutral - Medium - Construct |
---|
Lore: | Know (Arcana) | ||
34 | 47 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
37 | +27 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Blindsense 120 ft.
Movement Types:
- Walk 30 ft.
- Hover 50 ft.
- Lesser Flight 50 ft.
Defense
AC |
Man Def |
Monster Health | ||
475 | 237 | 31 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +13 |
Refl: | +13 |
Will: | +18 |
Strong Against:
- (Construct 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Construct 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Construct 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Construct 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
- Immune to Positive (energy, uncommon) and Negative (energy, uncommon) energy
- Immune to Fear
- Immune to damage caused by any spell or ability with the Light descriptor
Weak Against:
- Cannot heal damage on its own, but can be repaired via Make Whole, Greater Make Whole, Field Repair, or a workshop and the Creator feat.
Offense
Standard Attack (Melee):
- 1x Astral Saber +24 (3d8+18/19-20 x2)
as slashing (physical, common)
plus: Ghost Touch
Full Attack (Melee):
- 3x Astral Saber +24 (3d8+18/19-20 x2)
as slashing (physical, common)
plus: Ghost Touch
Standard Attack (Ranged):
- 1x Razing Flash +24 (3d8+18/19-20 x2)
as Light (energy, uncommon)
(Increment: 100 ft.; Max Range: 1000 ft.)
Full Attack (Ranged):
- 3x Razing Flash +24 (3d8+18/19-20 x2)
as Light (energy, uncommon)
(Increment: 100 ft.; Max Range: 1000 ft.)
Siege Damage:
- 1x Razing Flash +27 (1d6+2)
(Increment: 100 ft.; Max Range: 1000 ft.)
only damages structures and unattended objects
Statistics
20 |
STR |
22 |
DEX |
— |
CON |
8 |
INT |
20 |
WIS |
20 |
CHA |
Skills:
- Diplomacy: 27
- Knowledge (Local): 27
- Perception: 27
- Sense Motive: 27
- All other skills: 22 (no ranks)
Languages: Common, possibly others depending upon builder
Special Abilities
Flashing Highlights (Su, Gaze) Swift Action |
As a swift action, a Flashing Astral Construct may activate an ectoplasmic sheen to their surface that reflects ambient light into punishing, darting, highlights. Any creature within 50 feet that looks at a Flashing Astral Construct with their gaze attack active must make a Reflex Saving Throw at the beginning of their turns, versus a DC of 27 or be Blinded to all vision permanently. If the save is made, the creature is still Dazzled until the beginning of their next turn. Both effects may be avoided by averting your gaze or not looking at the Construct, but any attacks made against the Flashing Astral Construct miss on a Natural Roll of 12 or less on the die ( Total Concealment (see Gaze attack rules) unless you have some non-vision sense that allows combat targeting. |
Searing Flash (Sp) Standard Action 1/Enc |
Once per encounter as a standard action, a Flashing Astral Construct may emit a burst of pure Light, so bright that shocked survivors tell of being able to see the skeletons of their friends right through their armor. The Searing Flash is incredibly bright, but lasts so briefly it might be easy to think you'd imagined it, except for the shattered ruin it leaves behind. Searing Flash affects a 35-foot diameter area (7 x 7 squares), within 30 feet of the Flashing Astral Construct. All creatures caught in the area of effect suffer 3d8+18 points of Light (energy, uncommon) damage, but may make a Reflex save, DC 27, to take only half damage. Searing Flash also inflicts one point of durability damage on all unattended objects of size Fine and smaller in its area of effect regardless of their material, and inflicts one point of durability damage on unattended objects smaller than size Medium if they are made of 'soft' material such as cloth, wood, fur, leather, and the like. Size Small and larger objects made of stone or metal, or reinforced with stone or metal, are immune to this Sunder effect. All objects size Medium or larger are immune to this Sunder effect. |
Flashing Astral Construct
Astral Constructs are a more sophisticated type of created magical device than a Golem. Golems are enormously powerful and extremely dangerous, but over the long centuries, the creators of Golems had noticed one great lack of all Golems, no matter how sophisticated: Golems are not subtle.
Golems are massive engines of destruction, plain and simple, and while that can be very comforting when an insane Dragon is howling for your blood, let's be honest, there are many threats that Golems are practically useless to handle. As a first effort to handle this perceived lack in the design of Golems, Animated Objects were conceived and constructed in great numbers. Animated Objects are very popular, even to this day. Animated Objects are much less obtrusive than Golems, so they can be placed around the house and grounds and will draw much less attention, but once the combat begins, Animated Objects were, again, found to be a bit less than stellar at dealing with threats that were similarly subtle and unobtrusive.
Once again, the Creators and Makers, the Tinkers and Thinkers and Masterminds, went back to the drawing board, and on the third attempt, ages ago, they finally harnessed the actual material of the Ether itself, or, Ectoplasm.
Ectoplasm, Soulstuff, Spiritum, Raw Mana, Astral Materia, or Dark Matter, whatever you call it, it was learned that you can indeed make constructs from the eerie extradimensional material, and so the Astral Constructs were created. This was a much, much more successful endeavor!
Astral Constructs are unobtrusive when dormant, incredibly hard to damage in combat, and best of all, since they are made of the same extraplanar material as the very worst of the sneaky, subtle threats out there, they are fully effective against such things as phantoms, shadows, ghosts, fog monsters, and the like. Yes, astral constructs are fairly difficult to build, and so there is plenty of room for good solid Golems and Animated Objects in any Wizard's home-defense plan, but at the same time, no self-respecting Wizard will neglect to have at least a few Astral Constructs around the Tower, just to handle the shadowy and peculiar threats that come from arcane explorations of the Deep Dark. Not to mention that Astral Constructs can be built in forms that are down-right decorative, for a very reasonable fee.
Flashing Astral Constructs are much like lesser variations of the devices, but since they are more difficult to make, they are commensurately more effective. With large light-based area of effects, the Flashing Construct is a sure bet for any landlord seeking to stave off extradimensional pests.
Combat Tactics
Despite being Constructs, Flashing Astral Constructs are NOT mindless. Their intelligence and sentience is not of a high order, and they are perfectly obedient to their creator or owner, but they definitely have minds and personality and often even foibles and quirks that leave no doubt that they have minds of their own. That being said, in combat, they are completely without scruples, feelings, fear, or mercy.
Flashing Astral Constructs are powerful ranged attackers, and they know it. When combat begins against foes of a mundane sort, they will immediately activate their Flashing Highlights gaze attack and either Hover up walls and cliffs, or go airborne, moving out of melee range while maintaining line of sight and line of effect with their Razing Flash attacks. They will then fire Razing Flashes at spellcasters and powerful ranged attackers.
If property damage is not a concern, they can use their Razing Flash power to slowly but steadily carve smoking holes through doors, walls, ceilings, etc. They will attack without fear or regard to human decency, and a group of Flashing Astral Constructs defending their Maker or Owner will often leave a smoking ruin behind as they burn straight through walls and buildings to get their charge out of harms way. If ordered on the offensive, it is not uncommon for them to burn right through a roof unannounced and attack their targets by ambush.
If they are forced into melee, they will manifest their Astral Sabers, smoking blades of eerie ectoplasm, and attack fearlessly.
If they are fighting creatures with the ability to go Incorporeal, they will plunge into melee as fast as possible, to get their Astral Sabers and Flashing Highlights gaze attack working against such foes.
They will often withhold their deadly Searing Flash. If they are fighting inside the home or property of their Maker or owner, they will seek to avoid the collateral damage the power leaves behind, and will instead try to use their very long-range attacks to wear down a foe. If one of them is destroyed at range, or the fight is otherwise going poorly, they will break out the Searing Flash in the second or third round of combat, in an attempt to 'turn things around.' Since they are immune to their own Light damage, they will use their attacks with wild abandon. Alternatively, if they are fighting in a ruin, or wilderness, or anyplace else where they are not worried about the property damage, they will frequently begin a battle with a smashing series of Searing Flashes, seeking to burn their foes to the ground before the fight even gets properly underway. Opponents who have been assaulted with this brutal alpha strike and survived are rare indeed!
As a note: Their Searing Flash is a spell-like ability, and they are not good casters, and they know it. If they are forced to cast while engaged, they will attempt to take a five-foot step out of melee and trigger it if at all possible. Wise combatants will seek to bottle them up or knock them prone, although their ability to hover can make the prone approach difficult.
Out of Combat
Astral Constructs have minds, and are designed to be used in the homes of the powerful and worthy. They are made of ectoplasm, and their appearance can vary widely and can be formed into almost any shape or appearance. They often appear as urns, vases, cabinets, and the like, so they are as unobtrusive as possible. Equally popular is to find them shaped into the form of servants, such as butlers and footmen, and they frequently have skills and abilities of considerable use around the household. Less common but still popular is to find them in the form of attractive and decorative creatures, such as dancers, house-slaves, concubines, or exotic pets like cheetahs and the like. The personalities they are created with vary, of course, but they are frequently made to be quite droll and reserved, especially the ones meant to be used as servants.
In short, the players can never know if that lovely dancer who is decorating the arm of their evil target is simply a lovely victim to be rescued...or a deadly and efficient killing engine.
An interesting case arises when an Astral Construct has outlived its owner or Maker. Usually, ownership is transferred to an heir, but occasionally, an Astral Construct will find its owner dead and with no heir in sight. Such Astral Constructs can seek service, and often do, but occasionally will strike out on their own. Such free Astral Constructs can almost always be detected by the fact that they will have a Rod of Repairs or even more potent device on their person or in their belongings. For an Astral Construct, such devices are effectively a source of Heals, and can improve their lifespan tremendously.
Rewards
XP: 76,800
Treasure: Sellable Goods worth 43,125 gp.
- Weight: 160 lbs. Volume: 6.4 cu. ft.
- The material used to make a Flashing Construct is very valuable, and a good amount can be salvaged from the wreckage of any defeated ones.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |