Clockwork Kender by Martin B
Small Construct
Hit Dice: 8d10 (44 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (can't run)
AC: 23 (+1 size, +4 Dex, +8 natural)
Attacks: Slam +11 melee, bite +6 melee
Damage: Slam 1d8+4, bite 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Construct, damage reduction 5/+1, magic immunity
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 18, Dex 18, Con -, Int -, Wis 10, Cha 1

Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 9-20 HD (Small)

A guardian golem with kender-like charm.

From a distance, the Clockwork Kender seems to be nothing more than a small boy or a Kender. Closer inspection reveals the finely crafted wood that is its exterior and the paint-strokes which gives it its childlike features. Their hair is usually made of real hair from an elf, kender, or human, and its eyes sparkle with childlike wonder. Some believe that they are intelligent, due to their incessant, childlike giggling that grows louder as the fight goes on.

Clockwork Kender stand perfectly still and silent unless it senses the presence of an individual. Once a creature is within sixty feet, the Clockwork Kender will giggle and fidget anxiously. Once a single intruder or a group of intruders is within ten feet, it will attack the closest individual nearest it. This attack is relentless, leading with its slam then attacking with its bite. On a successful bite attack, it delivers its powerful poison. When accompanied by its maker, it will follow the wizards commands to its best ability.

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. POISON: The poison deals 2d6 Constitution Damage (Fortitude Save DC 17 negates) with 2d4 Constitution secondary damage. CONSTRUCTION: Construction costs 30,000 stp, including the 5,000 stp price for the finely carved oak coming from at least seven different sapplings, none of which can be more than 3 years old. The carver must have 15 ranks in Craft: wood working, and the wizard must be at least 14th level, and use the spells "Tasha's Hideous Laughter," "Bull's Strength," "Cat's Grace," "Geas/Quest," "Barkskin," and "Limited Wish," with an extra cost of 750 EXP from the Wizard.

These constructs serve no purpose in the natural world and has no society of its own. Usually, these small wonders are found in treasure vaults of kings or guarding the premises of a wizard. They cannot speak, nor do they have any system of communication, though a pair will work as a team with basic tactics.

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


Wander Home