Tiny Animated Object: Difference between revisions
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| Description | Animated Objects are the 'least' of the constructed wardens that are commonly available, and Tiny Animated Objects are the least among them. | | Description | Animated Objects are the 'least' of the constructed wardens that are commonly available, and Tiny Animated Objects are the least among them. | ||
Golems are by far the most famous of the class of devices known as constructed wardens, and the awful flesh golems, terrifying stone golems, and mighty iron golems are justly famous and capable...if about as subtle as a hammer smash to the nose. | |||
Astral constructs are the less-well-known but extremely deadly 'best' of the constructed wardens, agile and intelligent and amazing, but they are also very, very, expensive. | Astral constructs are the less-well-known but extremely deadly 'best' of the constructed wardens, agile and intelligent and amazing, but they are also very, very, expensive. | ||
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If you want a constructed warden that isn't a towering and terrifying engine of war, or as expensive as a solid gold statue, what do you do? | If you want a constructed warden that isn't a towering and terrifying engine of war, or as expensive as a solid gold statue, what do you do? | ||
Animated Objects are the answer. Animated Objects can be made in various fashions, the most common of which is by having a horologist, a magical clockwork maker, build one and animate it for you. Alchemists can also readily empower inanimate matter, and if the whole ' | Animated Objects are the answer. Animated Objects can be made in various fashions, the most common of which is by having a horologist, a magical clockwork maker, build one and animate it for you. Alchemists can also readily empower inanimate matter, and if the whole 'whirring gears and clicks' thing isn't your style, alchemical objects are your best bet. | ||
whirring gears and clicks' thing isn't your style, alchemical objects are your best bet. | |||
There are also weird hybrids and sports out there, like the rogue clockwork agents that infest certain part of the world. | There are also weird hybrids and sports out there, like the rogue clockwork agents that infest certain part of the world. | ||
But most Animated Objects exist as simple servant objects that will also serve as guardians of a space. Many animated objects are quite small, but entire animated buildings | But most Animated Objects exist as simple servant objects that will also serve as guardians of a space. Many animated objects are quite small, but much larger devices have been built, as large as wagons or even entire animated buildings. | ||
Tiny Animated objects can be found as a myriad of objects around the household, or ruin, as circumstances dictate. Large | Tiny Animated objects can be found as a myriad of objects around the household, or in the ruin, as circumstances dictate. Large spoons, mallets, and other tools are common, as are animated books, and even (for alchemical versions) animated shirts and hats. A more eerie possibility are animated toys, which even serve double duty as playmates and guardians. | ||
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<!-- COMBAT TACTICS --> | <!-- COMBAT TACTICS --> | ||
| CombatTactics = Tiny Animated Objects are not usually designed as combatants, rather being meant as decorations, useful gadgets, toys, and boon companions. As a result, their attacks are basic | | CombatTactics = Tiny Animated Objects are not usually designed as expert combatants, rather being meant as decorations, useful gadgets, toys, and boon companions. As a result, their attacks are basic: they will usually defend a given place, moving toward intruders, attacking those holding weapons, those casting spells, and anyone not 'on the list'. | ||
If they can reach (by moving into | If they can reach a foe (by moving into their space) they will use Animated Strike and Jolting Buzz. Otherwise they will move closer and use Sparks. One surprise is their uncanny ability to Vault, which they will use to bound over obstacles with startling ease. | ||
Once their attack is started, they are fearless and will never stop unless commanded by their owners or masters. | Once their attack is started, they are fearless and will never stop unless commanded by their owners or masters. | ||
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<!-- OUT OF COMBAT --> | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = Animated Object out of combat have all the | | OutOfCombat = Animated Object out of combat have all the useful utility of the object they are built to emulate, being used to stir pots, hammer nails, and entertain adults and children alike. They can be found almost anywhere in civilization, and in a discouragingly large number of dungeons and lairs, usually as part of some horde of goods. | ||
Revision as of 15:31, 19 May 2021
Tiny Animated Object (CR 1)
Neutral - Tiny - Construct |
---|
Lore: | Know (Arcana) | ||
2 | 17 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
13 | +3 |
Passive | Active |
Ambush: |
7+ |
on a d20 |
- Ambush Notes: Animated object blend into the background, helping them make ambushes
Senses:
Defense
AC |
Man Def |
Monster Health | ||
31 | 15 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +5 |
Will: | +0 |
Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- (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)
Offense
Standard Attack (Melee):
- 1x Animated Strike +3 (1d4/19-20 x2)
as bludgeoning (physical, common)
plus Jolting Buzz
Full Attack (Melee):
- 3x Animated Strike +3 (1d4/19-20 x2)
as bludgeoning (physical, common)
plus Jolting Buzz
Standard Attack (Ranged):
- 1x Sparks +3 (1d4/19-20 x2)
as lightning (energy, common)
(Increment: 20 ft.; Max Range: 100 ft.)
Full Attack (Ranged):
- 3x Sparks +3 (1d4/19-20 x2)
as lightning (energy, common)
(Increment: 20 ft.; Max Range: 100 ft.)
Siege Damage: Not siege capable
Statistics
6 |
STR |
12 |
DEX |
12 |
CON |
— |
INT |
10 |
WIS |
12 |
CHA |
Special Abilities
Jolting Buzz (Su) Free Action 1/Rnd, After Successful Attack |
Up to once per round, after a successful Animated Strike, an Animated Object may discharge a tiny buzzing jolt of the essential lightning that drives it into its foe. This Jolting Buzz inflicts 1d4 points of damage as lightning (energy, common) and inflicts the Anxious condition. A Fort save against a DC of 14 reduces the damage by half and negates the condition. |
Tiny Animated Object
Animated Objects are the 'least' of the constructed wardens that are commonly available, and Tiny Animated Objects are the least among them.
Golems are by far the most famous of the class of devices known as constructed wardens, and the awful flesh golems, terrifying stone golems, and mighty iron golems are justly famous and capable...if about as subtle as a hammer smash to the nose.
Astral constructs are the less-well-known but extremely deadly 'best' of the constructed wardens, agile and intelligent and amazing, but they are also very, very, expensive.
If you want a constructed warden that isn't a towering and terrifying engine of war, or as expensive as a solid gold statue, what do you do?
Animated Objects are the answer. Animated Objects can be made in various fashions, the most common of which is by having a horologist, a magical clockwork maker, build one and animate it for you. Alchemists can also readily empower inanimate matter, and if the whole 'whirring gears and clicks' thing isn't your style, alchemical objects are your best bet.
There are also weird hybrids and sports out there, like the rogue clockwork agents that infest certain part of the world.
But most Animated Objects exist as simple servant objects that will also serve as guardians of a space. Many animated objects are quite small, but much larger devices have been built, as large as wagons or even entire animated buildings.
Tiny Animated objects can be found as a myriad of objects around the household, or in the ruin, as circumstances dictate. Large spoons, mallets, and other tools are common, as are animated books, and even (for alchemical versions) animated shirts and hats. A more eerie possibility are animated toys, which even serve double duty as playmates and guardians.
Combat Tactics
Tiny Animated Objects are not usually designed as expert combatants, rather being meant as decorations, useful gadgets, toys, and boon companions. As a result, their attacks are basic: they will usually defend a given place, moving toward intruders, attacking those holding weapons, those casting spells, and anyone not 'on the list'.
If they can reach a foe (by moving into their space) they will use Animated Strike and Jolting Buzz. Otherwise they will move closer and use Sparks. One surprise is their uncanny ability to Vault, which they will use to bound over obstacles with startling ease.
Once their attack is started, they are fearless and will never stop unless commanded by their owners or masters.
Out of Combat
Animated Object out of combat have all the useful utility of the object they are built to emulate, being used to stir pots, hammer nails, and entertain adults and children alike. They can be found almost anywhere in civilization, and in a discouragingly large number of dungeons and lairs, usually as part of some horde of goods.
Rewards
XP: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
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) |