Crystal Bird by
Me
Fine Construct
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Hit Dice: 3d10 (16 hp) |
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Initiative: +5 (+5 Dex) |
Speed: 5 ft.,fly 120 ft.,(perfect) (can't run) |
AC: 33 (+8 size, +5 Dex, +10 natural) |
Attacks: Bite +7 melee, claw +5 melee |
Damage: Bite 1d3-3, claw 1d2-2 |
Face/Reach: 1/2 ft. |
Special Attacks: Explode |
Special Qualities: Construct, damage reduction, magic immunity |
Saves: Fort +1, Ref +6, Will +2 |
Abilities: Str 4, Dex 21, Con -, Int -, Wis 12, Cha 14 |
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Environment: Any land,underground |
Organization: Solitary, Pair, Cluster (2-5), Squad (5-20), Platoon (20-40), or Flock (40-60) |
Challenge Rating: 7 |
Treasure: None |
Alignment: Always neutral |
Advancement: 4-6 HD (Fine); 7-9 HD (Diminutive) |
A nasty crystal construct.
A crystal bird is a guard created by a mage to protect against incursions by groups. The are found wherever their mage sends them, but mainly in magical locations. A crystal bird will do whatever its mage tells it to do.
Combat
A crystal bird attacks by flying out from cover to attack. It will not avoid being destroyed, as that is what it is created to do.
Constructs are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also workd on objects). They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Constructs can not be raised or ressurected. Constructs have darkvision with a range of 60 feet.
Explode (Ex) When killed, a crystal bird pulses with magical energy, dealing 2d6 d6 points of damage to all within 10ft. Reflex for half DC 30
Society
This creature has not yet been play tested.
This is not a kender type creature.
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