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Conductores: Tendido, empalmes, terminales, cruces y protecciones

3.1. LSAT

3.1.1. Calidad de los materiales. Condiciones y ejecución

3.1.1.1. Conductores: Tendido, empalmes, terminales, cruces y protecciones

Large Construct Hit Dice: 8d10 (44 hp) Initiative: +0

Speed: 20 ft. (4 squares)

AC: 19 (–1 size, +10 natural), touch 9, flat-footed 19

Base Attack/Grapple: +6/+14

Attack: Spiked hammer +9 melee (2d8+6) Full Attack: Spiked hammer +9/+4 melee (2d8+6)

Space/Reach: 5 ft./10 ft.

Special Attacks: Spike shower, stagger-ing blow

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Special Qualities: DR 5/magic Saves: Fort +2, Ref +2, Will +1

Abilities: Str 18, Dex 11, Con —, Int —, Wis 7, Cha 8

Environment: Any

Organization: Solitary, squad (2–12) Challenge Rating: 4

Treasure: Standard

Alignment: Always neutral

Advancement: 9–16 HD (Large); 17–28 HD (Huge)

Level Adjustment: —

This towering, metallic humanoid looks like a suit of armor spawned from some infernal workshop. Its face is crafted to resemble a snarling human, while long, sweeping steel horns are set on its helmet. Short, sharp spikes cover its chest, arms, and shin guards. It hefts a spiked, steel hammer the size of man with casual ease.

Spiked demolishers formed the vast bulk of the automaton armies. Serving as foot soldiers in the metallic legions, they marched into battle to conquer their masters’ enemies. Demolishers frequently travel with dreadnoughts and ven-omhatchers, helping them complete missions programmed into them in ages past. In some cases, these machines still guard ancient out-posts, dungeons, and other areas that hold trea-sures once hoarded by the Anarrian nobility.

More than one small town or village has been leveled after curious adventurers unwittingly opened a cache containing these guardians, set-ting them loose to exterminate all creatures that could pose a threat to the riches they guard.

Combat

Demolishers fight with a grim, relentless strength. They ignore the injuries they sustain in favor of focusing their attacks on their ene-mies. This tactic can prove their undoing, as clever adventurers place as much open ground between themselves and these constructs as possible to rain missile fire and spells upon them.

Spike Shower (Ex): Once per hour, the spiked demolisher can fire a volley of razor sharp spikes from its hull in a cone 30 ft. in length.

Creatures in this area must make DC 13 Reflex saves or suffer 2d4 points of damage. The save

DC is Charisma-based.

Staggering Blow (Ex): The demolisher’s brute strength allows it to land a crushing blow against its foes, staggering them and leaving them knocked senseless. Once per round, the demolisher can use a full attack action to make a single attack. If it hits, its target must make a DC 18 Fortitude save or be stunned for 1d3 rounds. The save DC is Strength-based.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Venomhatcher

Large Construct Hit Dice: 10d10 (55 hp) Initiative: +0

Speed: 30 ft. (6 squares)

AC: 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18

Base Attack/Grapple: +7/+14 Attack: Leg stab +9 melee (1d8+3)

Full Attack: Leg stab +9/+4 melee (1d8+3) Space/Reach: 5 ft./10 ft.

Special Attacks: Acid stream, venom cloud Special Qualities: Acid resistance 30, blind-sight 60 ft., DR 10/magic, spell immunities, spell-like abilities

Saves: Fort +3, Ref +5, Will +4

Abilities: Str 16, Dex 14, Con —, Int —, Wis 13, Cha 11

Environment: Any

Organization: Solitary, team (2–6), horde (4–20)

Challenge Rating: 8 Treasure: Standard

Alignment: Always neutral

Advancement: 11–20 (Large); 21–30 (Huge) Level Adjustment: —

Before you stands a strangely organic, four-legged mechanical creature with a long, sinu-ous head that extends to jet black, inky fluid. In a matter of moments, every living thing touched by that foul material turns brown and dies.

Venomhatchers were designed to clear an area of native life, wiping away forests, towns, and even large groups of enemies to clear the way for the Anarrian invasion force. These organic machines were rarely deployed in close ranks with other troops, as their attacks tend to cover a wide area that wrought devastation on both

CHAPTER FOUR: Threats & Civilizations

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CHAPTER FOUR: Threats & Civilizations sides of a fight. Venomhatchers were sent on

long, circuitous routes through the planes with orders to destroy any living thing they encoun-tered. Experienced adventurers have learned to tread carefully in sections of wormholes that show signs of widespread destruction, as groups of these biomechanical

constructs are still active in some areas.

Combat As befits a mindless construct,

ven-omhatchers fight with simple, direct tactics. They attempt to bull their way into the midst of an enemy group to make the most of their poison cloud.

After spreading their nox-ious smoke, they stream acid over an area.

Anything that survives this assault faces the hatcher’s sharp-ened legs, which it uses to stab at its enemies until it recharges its stores of acid and poison. Since the creature has blindsight, it can fight in its own cloud without penalty.

Acid Stream (Ex): The venomhatcher can eject a stream of thick, sticky, black goo that burns and melts everything it touches. As a standard action, it can create a 30-ft. cone of this material. Every creature in this area suffers 8d6 points of acid damage. A DC 15 Fortitude save halves this damage. In addition, the slime sticks to creatures and continues to harm them.

For three rounds after suffering the initial dam-age, victims take 2d6 points of acid damage with a DC 15 Fortitude save cutting this dam-age in half. The acid remains in the area it struck for three rounds. Any creature that walks into it must make a DC 15 Fortitude save or suffer 1d6 points of acid damage. The acid evaporates into a sickly gray mist after its effects end. A venomhatcher can use its acid stream once every four rounds. The save DC is Charisma-based.

Venom Cloud (Ex): Three times per day, the venomhatcher can unleash a thick cloud of

toxic smoke from its body that extends in a 30-ft. area around it and 20 30-ft. in the air above it.

The smoke is stationary once created. It obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks have a 20% miss chance). Creatures farther away have total con-cealment (50% miss chance, and the attacker cannot use sight to locate the target). A moder-ate wind (11+ mph) disperses the smoke in 4 rounds. A strong wind (21+ mph) disperses the smoke in 1 round. In addition to blocking sight, the smoke is a caustic poison. Each round a liv-ing creature spends within it, it must make a DC 15 Fortitude save or suffer 1d2 points of temporary Strength dam-age. A character must save against this effect each round he remains in the magic that spawns a venomhatcher ren-ders it immune to a wide range of spells.

Only a few spells have any effect on it. Rusting grasp deals normal age to it. Heat metal and chill metal deal dam-age to it as per the spell descriptions. Repel metal or stone affects it as normal. Shatter deals it damage as if it were a crystalline crea-ture. Disintegrate affects it as normal. Other spells simply fail to have any effect on the ven-omhatcher. In addition, the venomhatcher is immune to supernatural abilities and spell-like effects, save for those that duplicate the spells listed above.

Spell–Like Abilities (Sp): 1—day: gate, tele-port. Caster level 20th.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

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The Avatars of Thought