Animate Guardian
CR 8 (3,900
XP)
LN large living construct
Initiative +0
DEFENSE
AC 18 (grafted plate armor)
HP 168 (16D10+80)
Resistance: fire, all non-magical slashing,
piercing or bludgeoning attacks.
Immunity: poison, disease
Magic Resistance: the guardian rolls advantage on
magic saving throws.
Machine Logic: Guardians are hardened against mind-affecting spells and magic
and are immune to all such effects like normal constructs.
OFFENSE
Speed 30
feet
Multiattack the guardian can strike with any
combination of three warblade or bolt rifle attacks per action. The guardian
may substitute one fire spray for a warblade or bolt attack per action.
Melee Attack - Warblade +9 to hit, reach 10 ft, one
target, hit 2D8+4 bludgeoning damage
Ranged attack – Bolt Rifle +5 to hit (range 120 ft), hit
2D8+2 piercing damage.
Ranged attack - Fire
Spray (4/day) (all targets in a 30’ cone) 4D8+8
fire damage; Dexterity Save DC 16 for half damage.
Statistics
STR 22 (+6), DEX 10 (0), CON 20 (+5),
INT 12 (+1), WIS 12 (+1), CHA 16 (+3)
Saves STR +9, CON +8, CHA +6
Languages: Logos, Old Mythric or Espanean,
25% chance of tradespeak or other
Senses: darkvision, perception +4
(passive 14)
Skills: Athletics +9, History +4
TRAITS
Living Construct: The animate is a living
construct, and does not need to eat, breathe or sleep, though an animate with
spell casting ability will need to meditate. Animates are immune to poison and
disease. Living contructs do have an animating spirit, however, and
intelligence. As such they are not resistant to mind altering effects.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one
elemental type. The sample guardian is imbued with fire, but this can vary
among any of the elemental types.
Armament: The animate guardian’s bolt rifle and warblade are attached to
its arms, and cannot be removed except by force. The bolt rifle has a range of
200 feet. It has a reloading chamber built into the animate’s forearm which
carries 100 steel bolts at a time. Some guardians have these bolts enchanted
(in the same fashion as enchanted arrows). The animate can fire its bolt rifle multiple
times per round.
Intervention: The guardian animate is designed to protect collector units. So
long as it is directly adjacent to a collector unit (or other chosen target for
protection) the animate guardian can immediately extend its full DR and resistance
to that target as if that target also had these defenses.
Unique Treasure
up to 20,000 gold pieces in salvageable alchemical and magical parts that can
be used in enchantments or as spell components can be harvested from a guardian
animate’s remains.
These immense
golems stand ten to fifteen feet in height and tower over most other creatures.
They are suffused with radiant elemental energy and are always composed of
dense metal plates.
The first duty of the guardian model is to
protect workers and collectors from harm. Some collectors journey out with a
guardian unit to protect them. Sometimes, a guardian unit loses its way, fails
to protect a collector, or simply suffers a sort of malfunction and finds
itself seeking out others to protect, as it seems to have an overriding need to
do so.
The primary job of the wandering animate
guardian is to keep its charge safe. In doing so it will use fire spray for
crowd control, while holding its intervention maneuver in wait should it need
to take a hit for the one it protects. It will not hesitate to destroy anyone
who threatens harm.
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