A cavalcade of constructs


Homebrew and House Rules


I'm working on a series of constructs for a largely construct-themed campaign. I'll be posting them here as I put them together, and perhaps a few associated non-constructs. Feel free to let me know what you think! I also appreciate corrections where I've made mistakes.

A stylised head of a dragon rendered in engraved stone and steel hovers threateningly in the air. Its mechanical mouth jerks open to reveal a glowing purple gem, unleashing a staccato of searing bolts.

Assailant CR 5

XP 1,600

N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
hp 43 (6d10+10)
Fort +2, Ref +4, Will +2
DR 10/adamantine; Immune construct traits; Resist electricity 10

OFFENSE

Speed fly 60 ft. (perfect)
Melee Slam +9 (1d4+3)
Ranged Stutter Beam +8/+3 touch (2d6 force)
Special Attacks breath weapon (30-ft. cone, stun 1 round, Will DC 13 negates, usable once every 1d4+4 rounds)

STATISTICS

Str 16, Dex 14, Con —, Int —, Wis 11, Cha 1
Base Atk +6; CMB +8; CMD 20

SPECIAL ABILITIES

Stutter Beam (Ex) The stutter beam causes an additional 1d6 damage for every 5 its attack roll exceeds the target's touch AC by, to a maximum of 4d6 additional damage. The additional damage is not multiplied on a critical hit. Stutter beams have a range increment of 60 ft.

Stun Burst (Su) The assailant's breath weapon may be used as a free action.

TACTICS

If encountered alone, the assailant attempts to keep at optimum range and fire its stutter beams at the nearest targets, prefering to fire on flat-footed targets before all others. It will use its breath weapon only if enemies approach within thirty feet.

Assailants are much more dangerous in groups. Rather than reserving their breath weapons for close enemies, they will stagger the use of their stunning effects to keep enemies incapacitated for longer, so they may train their stutter beams on them effectively.

These tactics are preset into the assailants and they lack the intelligence to adapt to unfamiliar situations.


Is the stutter beam a ranged touch attack?

I'm just confused since the description makes note of extra damage past touch AC.


Oops. I forgot to note that in its attacks line. Yes, it's a touch attack.


Umbral Reaver wrote:
Oops. I forgot to note that in its attacks line. Yes, it's a touch attack.

Thanks for the clarification.

Seems like a tough little beasty


Does it look about right for CR 5? Since its damage output is highly variable, I'm not sure where to pin it down.

Scarab Sages

Umbral Reaver wrote:
Does it look about right for CR 5? Since its damage output is highly variable, I'm not sure where to pin it down.

6d6 ranged touch FORCE damage is a bit much for CR 5.

I'd suggest putting that down to 2d6 additional damage, and making force damage beyond that part of advancing the creature.

Scarab Sages

Though I admit I love the idea of these as the backupband for a Dragon Disciple Midboss.


Take it and use it if you like. Tell me how well it works.

As for the cap on the force damage, its best attack bonus is +8. Your average touch AC might be 12 or so at that level, so it can't actually apply its full damage output most of the time. Against a flat-footed target with a -2 AC penalty from something, it needs to roll a 20 to be able to do the full 6d6.

This does make it more useful as secondary threats in a higher CR encounter, supporting a main monster that relies on combat maneuvers or spells/abilities that immobilise or terrify, reducing AC.


The large draconic form is clearly artificial, its powerful stone and steel limbs moving by mechanical joints. A purple light gathers in its maw as it prepares to attack.

Steel Dragon CR 11

XP 12,800

N Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size)
hp 101 (13d10+30)
Fort +4, Ref +5, Will +4
DR 10/adamantine; Immune electricity, construct traits; Resist cold 10, fire 10

OFFENSE

Speed 60 ft. fly 200 ft. (poor)
Melee bite +20 (2d6+10) / 2 claws +20 (1d8+7) / 2 wings +15 (1d6+3) / tail slap +15 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 16, 10d6 electricity), headbutt

STATISTICS

Str 24, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +21; CMD 32

SPECIAL ABILITIES

Headbutt (Ex) In place of its bite attack the steel dragon may make a bull rush as if it has the Improved Bull Rush feat. It may not move with the target. If the target is stopped by an obstacle, it and the obstacle take 1d6 points of damage per 10 feet traveled.

TACTICS

Steel dragons are often found guarding ancient sites. They use their numerous attacks to devastate nearby targets and their powerful headbutt to keep enemies away from whatever they guard. On the offense, steel dragons are relentless if simple, using their flight and breath weapon at first and landing to fight ranged threats.

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