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<blockquote data-quote="GreenKarl" data-source="post: 7057905" data-attributes="member: 6801242"><p><strong>Mechanite</strong> (lvl 2)</p><p>[ATTACH]82546[/ATTACH]</p><p>Mechanites have the following statistics…</p><p>Type: Construct</p><p>Size: Small</p><p>Alignment: Usually lawful evil</p><p>Arcane DC 14</p><p>——————————</p><p>Senses: Darkvision, low-light vision</p><p>Perception +4; Stealth +18</p><p>Languages: Common and Mechan</p><p>Initiative +6</p><p>————————————————————————</p><p>Speed 30 ft; Climb 30 ft</p><p>Attack: d20+7</p><p>Weapons: Stinger (1d4) or spike (1d4+1, 30 ft)</p><p>Damage +0</p><p>————————————————————————</p><p>Armor: Platemail chassis; DR 5</p><p>Wounds: 5</p><p>Vitality: 14</p><p>Fortitude 16, Reflex 19, Will 15</p><p>Special: Construct Traits – Immune to disease and poison; suffer 2x damage from electrical and psychic attacks</p><p>————————————————————————</p><p>Str 6, Con 16, Dex 22, Int 10, Wis 8, Cha 4</p><p>Prime: Dexterity and Intelligence</p><p>Skills: Acrobatics +16, Appraise +10, Arcana +10, Craft +10, Diplomacy -8, Insight -6, Mechanics +16 (+21 using a toolkit or laboratory), Pilot +4, Warcraft +10</p><p>————————————————————————</p><p>Treasure: One 200 gp gem (embedded into brain, must be 'dug' out to retrieve) </p><p></p><p>Base Abilities: Mechanites have the following abilities…</p><p><strong>*Construct Traits</strong>: A mechanite does not bleed and is immune to disease, nausea, and poison. It does not need to breathe, eat or sleep and enjoys a +5 bonus on Endurance checks. It must sleep (power-down) to regain vitality. It is immortal and cannot be raised from death if slain. It gains only ½ the benefit of cure spells. However, once daily, it may attempt a DC 15 Mechanics check to regain a number of wound points equal to the check result minus 15.</p><p><strong>*Make Wholeᴹ</strong>: As Mending (below), but completely repairs 1 mundane object of up to 10 cubic ft per level regardless of damage so long as at least 75% of the original material is present. Body parts mend into a whole corpse. This ability reattaches a construct’s severed limbs and can mend a broken magic item at a cost equal to ¼ the item’s original creation cost. Costs 2 vitality.</p><p><strong>*Messageᴹ</strong>: A mechanite can whisper a message that is clearly audible to 1 target within 90 ft. Typically, it whispers in Mechan to its own kind. It does not need to have line of sight, only line of effect.</p><p><strong>*Mendingᴹ</strong>: A mechanite’s touch repairs minor breaks and tears in an unattended mundane object up to 5 pounds in weight or 2 square ft in size, whichever is greater. This ability does not affect creatures.</p><p><strong>*Scatter Sprayᴹ</strong>: The mechanite conjures a mass of sharp baubles that fly from its mouth to slice and bruise creatures in a 15-ft cone. Targets suffer 1d4 damage per 2 levels (max 5d4), or ½ damage when Reflex resists. Costs 1 vitality.</p><p></p><p></p><p><strong>Flesh Constructs</strong> (lvl 3)</p><p>[ATTACH]82547[/ATTACH]</p><p></p><p>Flesh Constructs have the following statistics…</p><p>Type: Undead</p><p>Size: Medium</p><p>Alignment: Usually neutral evil</p><p>Arcane, Dungeoneering or Religion DC 18</p><p>—————————————————</p><p>Vision: Darkvision, bloodscent</p><p>Perception +0; Stealth -1</p><p>Languages: understands Common</p><p>Initiative: -6</p><p>———————————————</p><p>Speed: 20 ft</p><p>Attack: d20+5 (+10 grapple)</p><p>Weapons: Bite (1d6) or Slam (1d6 + stun) or Power Punch (1d8+2)</p><p>Damage: +4</p><p>—————————————</p><p>Armor: light mechanical plating; DR 3 (5 vs cold and electrical damage)</p><p>Wounds: 8</p><p>Vitality: 14</p><p>Fortitude 17, Reflex 10, Will 18</p><p>Special: Undead Traits – suffers ½ damage from bludgeoning and piercing weapon damage</p><p>—————————</p><p>Str 19, Con 10, Dex 9, Int 6, Wis 10, Cha 1</p><p>Prime: Strength and Constitution</p><p>Skill: Athletics +12, Endurance +5</p><p>————————————————————————</p><p>Treasure: None</p><p></p><p>Base Abilities: flesh constructs have the following abilities...</p><p><strong>*Bloodscent</strong>: A flesh constructs can detect bloodied creatures within 30ft by sense of smell. A bloodied creature is below full wound points. If a creature is upwind, the range increases to 60 ft. If it is downwind, the range is 15 ft.</p><p><strong>*Extract Brain</strong>: A flesh constructs can extract the brain of an adjacent stunned foe and devour the brain as a move action. Extracting a creature’s brain kills it and grants the mecha-zombie +1d12 vitality. A victim whose brain is extracted but not eaten can be returned from death using Raise Dead. Otherwise, only Miracle or Wish restores the victim to life.</p><p><strong>*Improved Grapple</strong>: The flesh constructs grapples an adjacent foe up to 1 size larger than itself when it beats the foe’s Fortitude and has 1 hand free. Apply a +5 bonus to initiate or resist grappling. A grappled creature cannot move and can only use a Light melee weapon already in hand. Each round, the mecha-zombie must expend a move action to maintain the grapple, and the foe can try to beat the flesh construct’s Fortitude as a standard action to break the grapple. If the zombie desires, it can block a grappled foe’s mouth to prevent speech.</p><p><strong>*Limb From Limb</strong>: When a flesh constructs targets an adjacent dazed or stunned foe and beats its Fortitude, it inflicts 2d6 wound damage as it severs 1 of its foe’s limbs (1d4: 1 is right arm, 2 is left arm, 3 is right leg, 4 is left leg). A severed limb can be reattached or regrown using Heal or Regenerate.</p><p><strong>*Speed Penalty</strong>: Flesh constructs are very slow. A flesh construct can take a standard action or a move action each turn but it cannot do both, nor can it move 2x in a turn or use immediate actions.</p><p><strong>*Power Fist</strong>: A flesh constructs can use a power-infused fist attack that deals extra damage. Treat as Electronical. Costs 2 vitality. </p><p><strong>*Stunning Fist</strong>: When a flesh constructs succeeds on its slam attack, it may cause extra harm as a swift action. The struck target must resist using Fortitude or be stunned for 1d4+1 rounds. Costs 2 vitality.</p><p><strong>*Undead Traits</strong>: A flesh constructs is immune to all ailments including disease and poison. It need not breathe, eat or sleep and enjoys a +5 bonus on Endurance checks. It regains wound points from necrotic energy, regains no wound points from rest, and is harmed by holy and cure energy on a point-for-point basis. It is immortal and cannot be raised from death if slain.</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7057905, member: 6801242"] [b]Mechanite[/b] (lvl 2) [ATTACH=CONFIG]82546._xfImport[/ATTACH] Mechanites have the following statistics… Type: Construct Size: Small Alignment: Usually lawful evil Arcane DC 14 —————————— Senses: Darkvision, low-light vision Perception +4; Stealth +18 Languages: Common and Mechan Initiative +6 ———————————————————————— Speed 30 ft; Climb 30 ft Attack: d20+7 Weapons: Stinger (1d4) or spike (1d4+1, 30 ft) Damage +0 ———————————————————————— Armor: Platemail chassis; DR 5 Wounds: 5 Vitality: 14 Fortitude 16, Reflex 19, Will 15 Special: Construct Traits – Immune to disease and poison; suffer 2x damage from electrical and psychic attacks ———————————————————————— Str 6, Con 16, Dex 22, Int 10, Wis 8, Cha 4 Prime: Dexterity and Intelligence Skills: Acrobatics +16, Appraise +10, Arcana +10, Craft +10, Diplomacy -8, Insight -6, Mechanics +16 (+21 using a toolkit or laboratory), Pilot +4, Warcraft +10 ———————————————————————— Treasure: One 200 gp gem (embedded into brain, must be 'dug' out to retrieve) Base Abilities: Mechanites have the following abilities… [B]*Construct Traits[/B]: A mechanite does not bleed and is immune to disease, nausea, and poison. It does not need to breathe, eat or sleep and enjoys a +5 bonus on Endurance checks. It must sleep (power-down) to regain vitality. It is immortal and cannot be raised from death if slain. It gains only ½ the benefit of cure spells. However, once daily, it may attempt a DC 15 Mechanics check to regain a number of wound points equal to the check result minus 15. [B]*Make Wholeᴹ[/B]: As Mending (below), but completely repairs 1 mundane object of up to 10 cubic ft per level regardless of damage so long as at least 75% of the original material is present. Body parts mend into a whole corpse. This ability reattaches a construct’s severed limbs and can mend a broken magic item at a cost equal to ¼ the item’s original creation cost. Costs 2 vitality. [B]*Messageᴹ[/B]: A mechanite can whisper a message that is clearly audible to 1 target within 90 ft. Typically, it whispers in Mechan to its own kind. It does not need to have line of sight, only line of effect. [B]*Mendingᴹ[/B]: A mechanite’s touch repairs minor breaks and tears in an unattended mundane object up to 5 pounds in weight or 2 square ft in size, whichever is greater. This ability does not affect creatures. [B]*Scatter Sprayᴹ[/B]: The mechanite conjures a mass of sharp baubles that fly from its mouth to slice and bruise creatures in a 15-ft cone. Targets suffer 1d4 damage per 2 levels (max 5d4), or ½ damage when Reflex resists. Costs 1 vitality. [b]Flesh Constructs[/b] (lvl 3) [ATTACH=CONFIG]82547._xfImport[/ATTACH] Flesh Constructs have the following statistics… Type: Undead Size: Medium Alignment: Usually neutral evil Arcane, Dungeoneering or Religion DC 18 ————————————————— Vision: Darkvision, bloodscent Perception +0; Stealth -1 Languages: understands Common Initiative: -6 ——————————————— Speed: 20 ft Attack: d20+5 (+10 grapple) Weapons: Bite (1d6) or Slam (1d6 + stun) or Power Punch (1d8+2) Damage: +4 ————————————— Armor: light mechanical plating; DR 3 (5 vs cold and electrical damage) Wounds: 8 Vitality: 14 Fortitude 17, Reflex 10, Will 18 Special: Undead Traits – suffers ½ damage from bludgeoning and piercing weapon damage ————————— Str 19, Con 10, Dex 9, Int 6, Wis 10, Cha 1 Prime: Strength and Constitution Skill: Athletics +12, Endurance +5 ———————————————————————— Treasure: None Base Abilities: flesh constructs have the following abilities... [B]*Bloodscent[/B]: A flesh constructs can detect bloodied creatures within 30ft by sense of smell. A bloodied creature is below full wound points. If a creature is upwind, the range increases to 60 ft. If it is downwind, the range is 15 ft. [B]*Extract Brain[/B]: A flesh constructs can extract the brain of an adjacent stunned foe and devour the brain as a move action. Extracting a creature’s brain kills it and grants the mecha-zombie +1d12 vitality. A victim whose brain is extracted but not eaten can be returned from death using Raise Dead. Otherwise, only Miracle or Wish restores the victim to life. [B]*Improved Grapple[/B]: The flesh constructs grapples an adjacent foe up to 1 size larger than itself when it beats the foe’s Fortitude and has 1 hand free. Apply a +5 bonus to initiate or resist grappling. A grappled creature cannot move and can only use a Light melee weapon already in hand. Each round, the mecha-zombie must expend a move action to maintain the grapple, and the foe can try to beat the flesh construct’s Fortitude as a standard action to break the grapple. If the zombie desires, it can block a grappled foe’s mouth to prevent speech. [B]*Limb From Limb[/B]: When a flesh constructs targets an adjacent dazed or stunned foe and beats its Fortitude, it inflicts 2d6 wound damage as it severs 1 of its foe’s limbs (1d4: 1 is right arm, 2 is left arm, 3 is right leg, 4 is left leg). A severed limb can be reattached or regrown using Heal or Regenerate. [B]*Speed Penalty[/B]: Flesh constructs are very slow. A flesh construct can take a standard action or a move action each turn but it cannot do both, nor can it move 2x in a turn or use immediate actions. [B]*Power Fist[/B]: A flesh constructs can use a power-infused fist attack that deals extra damage. Treat as Electronical. Costs 2 vitality. [B]*Stunning Fist[/B]: When a flesh constructs succeeds on its slam attack, it may cause extra harm as a swift action. The struck target must resist using Fortitude or be stunned for 1d4+1 rounds. Costs 2 vitality. [B]*Undead Traits[/B]: A flesh constructs is immune to all ailments including disease and poison. It need not breathe, eat or sleep and enjoys a +5 bonus on Endurance checks. It regains wound points from necrotic energy, regains no wound points from rest, and is harmed by holy and cure energy on a point-for-point basis. It is immortal and cannot be raised from death if slain. [/QUOTE]
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