Dimensión 3: Plaza o distribución
II.- Marco metodológico
2.7. Técnicas e instrumentos de recolección de datos
Huge Construct
Hit Dice: 22d10+40 (161 hp) Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 26 (-2 size, -2 Dex, +20 Natural), touch 6, flat footed 26
Base Attack/Grapple: +16/+34 Attack: Slam +24 melee (2d8+10) Full Attack: 2 slams +24 melee (2d8+10) Space/Reach: 15ft./15ft.
Special Attacks: Stomp, trample 2d8+15
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., detect evil, immunity to magic, low-light vision
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 31, Dex 8, Con -, Int -, Wis 11, Cha 1 Skills:
Feats:
-Environment: Shrines and temple grounds Organization: Solitary
Challenge Rating: 13 Treasure: None
Alignment: Always neutral
Advancement: 23-31 HD (Huge), 32-46 HD (Gargantuan)
Level adjustment:
-This enormous stone tortoise is nearly 16 feet long and almost as tall. Expertly hewn from granite, the creature’s body is carved with a myriad of mysterious symbols.
High in the Torayama Mountains, before the sohei stronghold stands a statue of immense proportions.
Carved from the local granite countless centuries ago, this monumental stone effigy protects the Buddhist temple from evil.
Ordinarily, the giant stone tortoise stands motionless for months or years, presenting no evidence that it is in fact quite animate. Only when an evil entity attempts to gain entrance to the temple does the stone tortoise rumble to life.
Among the largest, and oldest, temple guardians ever fashioned, the stone tortoise is legendary and attracts Buddhist pilgrims from throughout not only the provinces but even the imperial center beyond.
The sohei are proud of their guardian, and honor his spirit regularly.
Temple guardians cannot speak nor understand any language. They are completely oblivious to attempts to communicate.
COMBAT
Temple guardians are not subtle combatants, and have little finesse. They will stomp, trample and slam whatever creature they perceive as evil until either the creature leaves the temple grounds or is destroyed.
Stomp (Ex): At will, the temple guardian can stomp mightily on the ground, sending a shockwave rippling through the earth. All creatures within 30 feet must succeed on a DC 21 Reflex save or be thrown off their feet and knocked prone. Only creatures in direct contact with the ground are thus affected by the guardian’s stomp. Stomping is a standard action that provokes an attack of opportunity. The save DC is Constitution-based.
Trample (Ex): The temple guardian can crush oppo-nents in its path. As a full-round action, the temple
guardian can move up to twice its speed and run over any opponents in its path that are Large or smaller. Any creature (of the
appropri-ate size) whose space is completely covered by the temple guardian’s space is caught in the path and trampled for 2d8+15 points of bludgeoning damage.
If the temple guardian runs over only some of a target’s space, the target creature can make an attack of opportunity against the temple guardian with a -4 penalty to the attack roll. If the temple guardian tramples into an illegal space, it returns to the last legal position it occupied, or the closest legal position if there is a legal position closer than the position they last occupied.
Trampled creatures can attempt attacks of opportu-nity, but these attacks receive a -4 penalty. If trampled creatures do not make attacks of opportunity, they may instead attempt a DC 31 Reflex save to take half damage. The temple guardian, when trampling, can only deliver damage to each target creature once per round no matter how many times its movement takes it over a creature.
Detect Evil (Su): Temple guardians can sense the presence of evil within the perimeter of the shrine they protect. They need not concentrate to use or activate this ability, rather they are immediately and always aware of the presence, power and location of any and all evil entities within the shrines confines.
Temple guardians are not adversely affected by the strength of an evil aura. This ability is always in effect, but can be temporarily dampened or nullified as it is a supernatural ability. The temple guardians ability to detect evil extends to the astral and ethereal planes.
Immunity to Magic (Ex): A temple guardian is immune to any spell or spell-like ability that allows spell resistance. In addition, specific spells and effects have a peculiar effect on temple guardians.
Similar to a stone golem, a transmute rock to mud spell slows a temple guardian (as the slow spell) for 2d6 rounds, with no saving throw. However, a transmute mud to rock spells heals a temple guardian of any lost hit points.
A stone to flesh spell does not physically transform a temple guardian, but it does temporarily negate its damage reduction and immunity to magic for 1 full round.
A stone shape spell cannot alter the form of the temple guardian but it can, for a short time, modify the carvings that focus the geomantic power of the shrine into the guardian. For one full round, the temple guardian’s Strength score temporarily suffers a penalty equal to the caster level of the spellcaster casting stone shape. Multiple castings of stone shape in the same round do not stack.
A stoneskin spell cast on a temple guardian increases is damage reduction to 20/adamantine for the full duration of the spell and will not be discharged by damage prevented. Multiple castings of stoneskin do not stack.
A stone tell spell cast on a temple guardian works as normal, allowing the spellcaster to ‘speak’ to the spirit of the stone from which the guardian was carved.
TENGU
Medium Monstrous Humanoid Hit Dice: 6d8 + 18 (45 hp) Initiative: +10
Speed: 30 ft. (6 squares), fly 60 ft.
(average)
Armor Class: 20 (+6 Dex, +4 Insight), touch 20, flat footed 14
Base Attack/Grapple: +6/+8 Attack: Masterwork katana +11 melee (1d10+3) or claw +4 melee (1d4+1) or bite +4 melee (2d6+1)
Full Attack: Masterwork katana +11/+6 melee (1d10+3) and bite +4 melee (2d6+1) or 2 claws +4 melee (1d4+1) and bite +4 melee (2d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: Iron teeth, pounce, tengu-kakushi
Special Qualities: Avian grace, darkvision 60 ft., DR 10/bludgeoning (bird-boned) Saves: Fort +5, Ref +11, Will +5 Abilities: Str 16, Dex 23, Con 16, Int 11, Wis 10, Cha 6
Skills: Hide +14, Listen +4, Move Silently +14, Spot +6
Feats: Power attack, Weapon Focus (katana), Flyby Attack, Improved Initiative (B)
Environment: Temperate forests and moun-tains
Organization: Pair or flock (3 – 12) Challenge Rating: 6
Treasure: Standard plus possessions Alignment: Usually chaotic evil Advancement: 7 – 12 HD (Medium) Level adjustment:
-Resembling huge, pale crows, this creature has both arms and wings covered in opalescent black feathers.
This monstrous beast is slightly taller than a human, but is dressed in a strange human fashion. The sharp katana blade it wields appears to have been crafted by a master.
The tengu are fierce avian bi-pedal humanoids. Tengu are capricious and cunning predators, stalking the dense forests and mountains of the Yonhosu valley for unsuspecting prey. Villagers who travel too far into the forest are often abducted by the tengu, sometimes never to
be seen again, unwary children ranking among their favorite quarry. Those who do return
wander, dazed, and have no memory of their time
amongst the tengu.
The tengu are proud sword masters, and enjoy challenging b l a d e - w i e l d i n g
humans to battle.
They are coarse, haughty and quick to anger.
History and legend have no clear record of where the tengu came from, but
myths and rumors speak of their being spawned from foul sorcery.
Tengu speak common and tengu.
COMBAT
Tengu rely on stealth and speed,
and prefer to ambush their prey whenever possible.
They will swoop in and attack their quarry, destroy their weapons and shields, then attempt to fly out of melee range. If they feel threatened, they will charge their opponents and devastate them with a flurry of sword blows. While their talons are formidable, the tengu prefer to utilize their ferocious bite and katana in combat.
Avian Grace (Ex): A unique aspect of their avian birth-right, the tengu are preternaturally fast and acutely alert to danger. They receive a +4 insight bonus to the AC and Improved Initiative as a bonus feat.
Bird-boned (Ex): Due to the tengu’s avian anatomy, their bones are hollow and extremely vulnerable to attack. As a result, bludgeoning weapons circumvent the tengu’s damage resistance.
Iron Teeth (Ex): A tengu’s beak is lined with immensely sharp and powerful teeth. When a tengu attempts to sunder a weapon or shield with its bite, it is considered to have the Improved Natural Attack and Sunder feat.
Additionally, the tengu’s teeth are incredibly dense, allowing a tengu to ignore an object’s hardness when sundering.
Pounce (Ex): When a tengu makes a charge, it can follow with a full attack action.
Tengu-kakushi (Su): A tengu’s vicious attacks are not its only weapons. By gazing into the eyes of a victim, the tengu can exert its will and attempt to take pos-session of the creature. Use of this ability is a standard action, does not provoke an attack of opportunity, and the target must be within 30 feet of the tengu. Any creature that the tengu targets must succeed on a Will save (DC 15) or succumb to the tengu’s control as though by a dominate person spell (Cast level 9th). A single tengu can only rule over the will of one victim at a time, and when the creature is released from the tengu-kakushi (after the spell has elapsed or they are otherwise freed) they remember nothing of their mental captivity and suffer 1d4 points of temporary ability damage to Intelligence and Wisdom.
Skills: Tengu receive a +4 racial bonus to Move Silently and Hide.