Lancier Beast by Spike The Knight
Large Construct
Hit Dice: 24d10 (132 hp)
Initiative: +4 (+4 Dex)
Speed: 35 ft.,100 (can't run)
AC: 43 (-1 size, +4 Dex, +30 natural)
Attacks: Claw +27 melee, slam +22 melee, Material Sword +22 melee, Material Mace +22 melee, Crossbow 1 +16 ranged, Crossbow 2 +16 ranged
Damage: Claw 1d6+10, slam 1d8+5, Material Sword 1d70+5, Material Mace 1d80+5, Crossbow 1 1d20+5, Crossbow 2 1d20+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Armor damage, frightful presence, mechanical strength, trample
Special Qualities: Construct, damage reduction, damage reduction, immunities, magic immunity, resistance to energy, spell resistance
Saves: Fort +8, Ref +12, Will +6
Abilities: Str 31, Dex 19, Con -, Int -, Wis 7, Cha 10

Environment: Any,Cold,Temperate,Warm land,aquatic,desert,plains,forest,hills,mountains,marsh,underground
Organization: Beast, Beast and Rider, Beasts and Riders (2-5), or Beasts and Riders (5-20)
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 25-48 HD (Large); 49-72 HD (Huge)


The beast of that of brave Puppetor Lancier this ferice beast of steel and metal is armed to the core. only certian things can perice the armor and the rider of this beast is just as tough. He is also allies to nine other riders.

A huge dark blue metaled beast it has the best defense of the warriors beasts it is extremly durable and very verstial armed with a shield sword mace and 2 crossbows it and the other monsters he fighting most other creatures look like a breeze. When put to the test he normally follows through with each command that the Lancier tells him to do.

Combat
His favortie tactics are well he dosent think for itself he usually just distiguses the allies from the enemies. so he is just an alaround killing machine followed up by the swift and intellgent thinking of the Puppetor Lancier.

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.

Society
This creature is rather mobile it and its rider the never stay in one area very long just resting the getting back to contine to fight the evil of any and all lands

This creature has been play tested.
This is not a kender type creature.

 



Wander Home