
Azothath |
Purple Emperor Telamon (purpura imperalis telamon)
LN Lrg construct (humanoid) CR 6 XP 2400
Init +5(+11); Senses darkvision 60ft, low-light vision; Perception +7 (+9 vs traps)
DEFENSE
AC 24(27), touch 12, flat-footed 21(24) (+3 Dex, -1 size, +5 natl, +7 armr, (+3 shld))
hp 63 (6d10+30)
Fort +5, Rflx +8, Will +7
DefQ DR 5/--, Immun: construct traits, magic
DefA Shatter Weapons, Statue
OFFENSE
Speed 30(40) ft.
Natl: slam +11, +11 (1d6+5 c20 *2 B) {primary, AoO}
Mle: lrg +2 ely brz bastard sword 2hnd pwr atk +12, +7 (2d8+17 c19+ *2 S)
Mle: lrg +2 ely brz bastard sword 1hnd {w shield} +14, +9 (2d8+8 c19+ *2 S)
Mle: CmbtExp Def lrg +2 ely brz bastard sword 1hnd {w shield} +12, +7 (2d8+8 c19+ *2 S) +2 dodg AC
Mle: mwk cld iron dagger +12, +7 (1d6+6 c19+ *2 P|S) Rng10 ft, thrown +8, +3 (" P)
Trw: obsidian dagger +7, +2 (1d6+6 c19+ *2 P plus poi) Rng10 ft, thrown {fragile}
Rng: lrg mwk amentum(javelin) 2hnd +9, +4 (1d8+6 c20 *2 P) Rng 50ft(proj/thrw), pfrmc. [4]
Rng: lrg mwk pilum 1hnd +9 (2d6+6 c20 *2 P) Rng 20ft(thrw), hit shld loses AC bns until std actn to remove pilum. [4]
Space 10 ft.; Reach 10 ft. Humanoid Ht 10ft, Wt 4000 lbs.
OffQ Alch fire(Rngd Tch rng 10ft, 1d6+1[fire] 2r), tanglefoot bag(Rngd Tch rng 10ft, Rflx15 else entgl & mov=0), thunderstone(Rngd Tch rng 20ft vs AC5, Fort 15 deaf 1hr), fungal stun vial(Rngd Tch rng 10ft vs AC5 then 10 or 20ft rad, Will 20 else stun 1d2r in 10ft else confused 1r if in 20ft). Poi Addlemind(injury) immed, 1/min for 10 min {11 saves} Fort 15 else 1d2 Wis dmg & while Wis dmg take -5 Know & Prcp checks, Cure:2 saves 2*150gp. Poi Woundweal(injury) after 1r 1/d for up to 6 days{7 saves} Fort 18 else -10 Heal chks & CstrLvl Chk 25, Cure:2 saves 2*100gp. Poi Carnelian Toxin (injury) immd 1 per 2 rnds for 7r {4 saves} (Heal DC 15 to know) if target takes no action on previous round +2 save and/or receives magical healing previous round +2 save, Fort 19 else 1d3 Str dmg, Cure:2 save 2*300gp.
STATISTICS
Str 22(+6), Dex 16(+3), Con --, Int 16(+3), Wis 14(+2), Cha 16(+3)
BAB(1) +6, Str +6, sz -1; CMB +13(+19); CMD 26 (28 dirty trick, 30 b-rush, drag, ovrrun, repstn, trip)
Feats Extc Wpn Prfc(bastard sword)ᴮ, Combat Expertise, Intimidating Prowessᴮ , Persuasiveᴮ , Power Attack, Precise Strike(TW), Wpn Fcs(bastard sword).
Skills(ranks 30) Acro +6(3){urban}, Climb +6/+12{urban}, Diplo +9(5){+2}, Intmdt +20(5){+2,+4}, Know(Arcn +4(1), Nobl +4(1), Rlgn +4(1)), Ling +4(1), Prcp +7(5), SnsMtv +7(5), Stlth +2(3){-4, urban}, Srvl +2, Swim +4/+10.
Languages common, kelish, osiriani, celestial, napsu-sign.
MIBS: humanoid(hands): armor, belt, body, chest, eyes, feet, hands, head, headband, neck, ring(2), shoulders, wrists.
SQ: Construct traits, Magical Equipment, Restorative pedestal.
SA: Act of Strength, Impress.
Armor/Weapon Proficiency: simple & martial weapons, one exotic weapon if detailed, lgt & med armor, shields.
Act of Strength (Su) As a move action or attack action in place of an attack the creature can double its Strength bonus (minimum +2) for Ability and Skill checks, and to exceed (but not meet) target’s CMD. Act of Strength does not provoke and the strength insight bonus lasts 6(=HD) rounds for 6(=3+Cha bonus) times per day with 1 minute between uses (end to start).
Impress (Su) As a move action or attack action in place of an attack the creature can make a Diplomacy(Diplo) check to influence attitude or an Intimidate(Intmd) check to demoralize foes or allies within 30 ft that can see and hear him. Making the Diplo/Intmd check provokes. Attitude changes last up to 2(=[HD/3] hours, shaken lasts 2(=[HD/3] +[(Check -Intmd DC)/5]) rounds. Impress is usable 6(=3 +Cha bonus) times per day with 1 minute between uses.
Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Immunity to magic (Ex) immune to any spell or spell-like ability(SLA) that allows spell resistance(SR) and follows the rules for SR however certain spells and effects function differently against the creature, as noted below;
• make whole:T2 touching a creature heals up to (CstrLvl, max 5)d6 hit points.
• stoneshape:T3 touching a creature inflicts the staggered condition for 1 r.
• dispel magic:A3 or Grtr Dispel magic:A5 a successful targeted dispel check vs DC23(=11 +2*HD) suppresses the Shatter Weapons ability for 1d4 r.
• earth glide:T4 as per spell but the duration is doubled.
• transmute rock to mud:T5 targeting one creature deals (CstrLvl, max 15)d6 damage without a save.
• transmute mud to rock:T5 targeting one creature heals (CstrLvl, max 15)d6 hit points without a save, excess HPs<30 {small size or less 10, medium 20, large 30, huge 40, gargantuan 60, colossal 80} act as temporary HPs for up to 3(=SplLvl-2, minimum 0) hours.
• stone to flesh:T6 targeting one creature negates damage reduction(DR) & immunity to magic for 1 r (allowing spells that affect constructs to affect the creature normally).
Restorative Pedestal (Sp) the construct has a specially constructed pedestal(bottom) or capital(top) and gains Fast Healing 1 while standing or resting on its personal pedestal/capital. The pedestal does not radiate magic when it is not active and can be included in the creature’s Statue ability or spell. Hrd:12, HP:50, Wt:300lb.
Sonic Defense (Ex) an active creature thrums with energy (Prcpt DC 0). Weapons(magical or non-magical) that hit the creature takes 3d6[sonic] damage (versus their hardness) before they do damage (effectively breaking many mundane weapons and destroying most arrows, bolts, and bullets). Natural attacks and unarmed strikes that hit the creature suffer 3d6[sonic] dmg with a Rflx save DC18(=12+HD) for half damage. A mundane(non-magical) {manufactured} weapon that takes damage (inflicted damage exceeded its hardness) gains the broken condition until repaired(at least 1 pt) and if destroyed is beyond what make whole:T2 and lesser spells can repair. Magical weapons and objects destroyed in this way require grtr make whole:T4 and are restored to 1 HP. As normal weapons at HP<(HP max/2) are broken (-2 (-2)dmg crit 20 at *2) and at HP=0 are destroyed. The creature can activate or suppress this ability as a swift action.
Statue (Ex) Standing perfectly still emulates a statue(object) (including its worn items), gains +5 Hardness(minium 8), for this creature Hrd:14(=9+5), and adamantine weapons and tools do not overcome/ignore its hardness. In this form it does not radiate magic and seems a mundane object to 4th SplLvl and lesser spells including detect magic and know alignment. An observer must succeed at a DC 23(=17+HD) Perception check to notice the creature is alive/active. If the majority of observers do not make the Prcp DC it gains +6 comp bonus and then surprise against those that did not make the DC. It cannot use Act of Strength, Sonic Defense while in Statue form.
Stone Stability (Ex) while on earth, stone, or worked stone the creature gains +4 insgt to resist CM bull rush, drag, overrun, reposition, and trip.
Tactical Awareness (Ex) at 2nd level or HD gains +2(=[HD/3]) insgt bonus to Initiative and to perception to identify areas which have circumstantial terrain bonuses or (magical and mundane) traps and against CM dirty tricks.
Tactician (Ex) at 5th level or HD gains a teamwork feat. Suggested feats are one of [Back to Back, Coordinated Charge, Coordinated Defense, Coordinated Distraction, Coordinated Maneuvers, Duck and Cover, Ensemble, Escape Route, My Blade is Yours, Outflank, Overwhelm, Precise Strike, Shield Wall, Swap Places]. As a standard action he can grant one teamwork feat he has to his allies within 30ft that can see and hear him up to 2(=1+[HD/5] times per day. Allies gain the use of the teamwork feat, even if they do not meet the prerequisites, for 6=(3+[HD/2]) rounds.
Equipment: (2) oil bless weapon bP 100gp, cure serious wnd:C3@5 AgFlsk 375gp, scroll cure lgt wnd:C1@1[4] bP 100gp, scroll crt wtr:C0@5 (10 gal) bP 62.5gp, scroll purify fd & drnk:C0@5 (5 cuft) bP 62.5gp, (2) Alch fire BL 40gp, (2) tanglefoot bag bP 100gp, (2) thunderstone BL 60gp, (2) fungal stun vial BL 150gp, (2) holy water BL 50gp.
Gear: lrg +2 ely brz resizing bastard sword +0(+1) vs Mag Bst & Mon Hmnd then +1(+1) vs that specific creature type for 24hrs, Reliquary (acts as holy symbol and statue of deity within consecrate) Hrd:14 HP:30 6lb 13585gp; (2) lrg mwk cold iron daggers, Hrd:10 HP:4 4lb SlwsL & SlwsR 608gp; (6) lrg obsidian daggers, Hrd:5 HP:2 {fragile} 9lb across lower back 12gp; (4) lrg mwk amemtum 1200gp; (4) lrg mwk pilum 1240gp; lrg +2 fitting terrain striding(urban)(+1) ely brz kikko armor AC+7 MxDx+4 AChk-2 SF20% Mov20ft DR 2/-- vs Mag Bst & Mon Hmnd, Hrd:14 HP:45 25lb 12400gp, lrg +2 mwk fitting steel quickdraw lgt shield AC+3 MxDx– AChk-1 SF5% Mov–, Hrd:14, HP:25 6lb 6209gp; cloak rst +2 4000gp, bandolier(Bl[8]) 1gp, belt pouch(Bp) 2gp, (2) spring-loaded wrist sheath(SlwsL, SlwsR) 20gp, silver holy symbol flask{deity} AgFlsk 35gp.
ECOLOGY
Environment temples, capitol buildings, important monuments, prestigious tombs, research facilities.
Organization solitary, with other guardians.
Treasure gear.
A purpura imperalis is a special purple stone construct similar to a caryatid/telamon but imbued with a high intelligence, skills, and given weapons and armor. They are tasked to guard an area or object (often with other constructs) and give deference to a creature with an amethyst pass-token. They recognize a pass-phrase, pass-token, holy symbol and can determine friend from foe. They are often statues of past glorious leaders, commanders, or politicians of note. They are most often armed with a magical sword, a fine ranged weapon, and nearby stands of spears. Attending visitors often leave offerings like wine, books of philosophy, plays, or poems, or the family signet of a fallen friend.
Construction
5000lbs of imperial porphyry(naturally purple colored hard granite) Hrd:9 costing 5000gp which must be carved into a masterwork large statue taking about 12 weeks at a masterwork artist’s workshop and costing 1500gp. A specially prepared 500gp gem (see Magic Jar) is secreted inside the statue and contains a soul sliver(s) to imbue the construct with intelligence and capabilities and a lawful ethical alignment. The shard(s) are collected from sentient creatures using Create Soul Gem:N3 {not an Evil act if the target is alive and willing} Or expending a 4th SplLvl or higher Necromancy spell taking 1 minute with a Spellcraft DC (20). Collecting the shard does (1d3) Int damage, (1d3) Wis dmg, and (1d3) Cha dmg to the donor or kills them(in the case of a dying creature). The construction requirements have the donors meet certain criteria (it is hard to find all four in one creature); proficiency with all martial weapons and +5 BAB, 5 ranks in a profession skill, 5 ranks in a knowledge skill, 5 ranks in Intimidate. Lastly masterwork or magical equipment and gear as equipment.
These constructs are bound to an area (about 1000ft radius) thus cannot be used as mobile constructs or shield guardians.
CL 11, Price: 35000, not including restorative pedestal $5000, equipment and gear.
Construction Requirements
Craft Construct, shatter:K2, heroism:E3, create soul gem:N3 or {spell}:N4, lesser geas:E4, flesh to stone:T6(usually a scroll), caster must be at least 11th level;
Skill Craft (sculpting) or Craft (stonemasonry) DC 19; Cost 17500 (+2500) gp
Tactics The usual task: Protect this object or area but offer succor or protection to respectful allies and supplicants. Allies will state a verbal pass phrase or display a passkey object. Generally others should be considered foes but you may make that determination using observation and questioning. Surprise, harass, hunt, track, subdue, capture, and defeat foes. Kill foes that use lethal force against you or your allies. Target spellcasters and dangerous foes first. Use allies and resources to complete your tasks.
COM: The text may be a little rough or overstated at times. Like the caryatid column its CR may be a bit low. I did several variants based on different porphyrys and this is the 'command' caryatid construct.
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see also
Azothath's Homebrew: Monster: Maned Wolf Med anml CR:2
Azothath's Homebrew: Monster: Drop-bear Med anml CR:3
Azothath's Homebrew: Monster: Therndentro Lignum (aka whompa) Huge Mon Humnd (giant, plant) CR:16
Azothath's Homebrew: Monster: Giant Foaming Grasshopper Med vermin CR:2
Azothath's Homebrew: Monster: Barkgator Med animal(reptile) CR:1
Azothath's Homebrew: Monster: Grave Sedge Mother Med plant CR:3 & link to regular grave-sedge CR:0.25.
Azothath's Homebrew: Monster: Helminth Swarm Fine vermin(swarm) CR:3
Azothath's Homebrew: Purchased Mounts and in particular horses with scaling Hit Die & Prices