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The Mentalist
2009-07-29, 02:58 PM
Obsidian Destroyer
Large Construct
HD 17d10+30 (123)
Speed 20ft. (4 squares)
Init: -1
AC 24; touch 8; flat-footed 24
(-1 Size -1 Dex +16 Natural)
BAB +12; Grp +26
Attack Slam +22 (2d8+10) (Bludgeoning/Slashing)
Full-Attack 2 Slams +22 (2d8+10) (Bludgeoning/Slashing)
Space 10'; Reach 10'
Special Attacks Meteor Strike, Razor shards, Death Throes,
Special Qualities Immune to non-magic weapons, Magic immunity, Fast Heal 5, Levitate,
Saves Fort +11 Ref +10 Will +11
Abilities Str 30, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills -
Feats -
Environment Any
Organization Solitary
Challenge Rating 14
Treasure None (often guarding something)
Alignment Neutral
Level Adjustment -

Obsidian Destroyers are the remnants of a forgotten empire, recently being rediscovered by the Warcrafters of Ravenholme, they are one of the shock troopers now employed, commonly dropped from airships to make use of their Meteor Strike ability.

Meteor Strike: When above an enemy the Obsidian Destroyer may drop itself onto it's opponent, dealing 2d6 per 10ft fallen to a maximum of 40d6, the target receives a DC 18 Reflex Save for none.

Razor Shards: When struck by a roll of a natural twenty a shower of splinters fly dealing 2d6 slashing and 2d6 piercing damage to everyone within a 10ft radius

Death Throes: When the Obsidian Destroyer dies it explodes dealing 5d6 slashing and 5d6 piercing damage to everyone within a 30ft radius

Magic Immunity: The Obsidian Destroyer is immune to any spells that allow spell resistance.

Invulnerability (Ex): An obsidian destroyer is immune to all damage except that from magical weaponry and spells. Magic weapons don't deal extra damage (either from enhancement bonuses or from special qualities like flaming burst) when used against the obsidian destroyer.

Airborne Destroyer (Su): An obsidian destroyer can gain a fly speed of 60 feet (perfect maneuverability), allowing it to float through the air. While this ability is active, the obsidian destroyer cannot use it's own Meteor Strike. This ability can be supressed as a move action but doing so disables the ability for 1d4 rounds.

Fast Fall (Ex): An obsidian destroyer falls to earth faster than gravity pulls it, falling at a rate of 500 feet per round. If damage from the obsidian destroyer's meteor fall is sufficient to break an object in their way (such as the roof of a building), they continue falling without stopping at all.

Harperfan7
2009-07-29, 06:26 PM
What exactly are obsidian destroyers? And does any construct cost little enough to be a one use item?

DracoDei
2009-07-29, 07:45 PM
I would rephrase Magic Immunity to the standard for golems.

Does the Reflex 25 for none apply to the destroyer as well as the target?

Razor Shards is wonderfully flavorful, but it also actively punishes people even MORE for choosing high-crit weapons. CONSIDER changing it to "Natural 20's" or "Natural 19s and 20s" to level the playing field, but I am not completely sure it is important.

Woodsman
2009-07-29, 08:01 PM
Isn't DR 30/Magic a bit powerful for CR 14?

I mean, Young adult gold dragons have DR 5/Magic, and they're CR 14

Mr.Moron
2009-07-29, 08:04 PM
Isn't DR 30/Magic a bit powerful for CR 14?

I mean, Young adult gold dragons have DR 5/Magic, and they're CR 14

It's basically fluff "Immune to Non-Magic Weapons". DR/Magic is so non-relevant at any level that would be facing a CR 14 that it can't even be considered a real ability.

ZeroNumerous
2009-07-29, 08:04 PM
Isn't DR 30/Magic a bit powerful for CR 14?

CR 14? At 14th level it may as well be DR 9001/Magic for all it matters.

EDIT: Ninja'd, but mine is funnier.

Woodsman
2009-07-29, 08:05 PM
Eh, true, but it still seems odd to me.

Lysander
2009-07-29, 08:58 PM
What exactly are obsidian destroyers? And does any construct cost little enough to be a one use item?

I suppose the goal isn't to make it a one use item but actually to preserve the golem. It makes enemies flee rather than making the golem fill them with shards of stone and then explode in their face.

Debihuman
2009-07-29, 09:23 PM
Meh. If you are going to call it a "destroyer" then it should have a lot more than measly 10 hit dice. Mostly it will die from its own falling damage even it takes one or two PCs with it. What is the save for meteor shower based on?

Since it is mindless, you can just get it fall off a cliff or something equally stupid. Keep it busy with black tentacles and illusions as a mindless creature it should automatically fail its save against illusion.

What would casting a stone to flesh spell do to it?

Debby

DracoDei
2009-07-29, 11:23 PM
Falling damage is just about the ONLY thing the DR is good for, and it is very good indeed for that when its controller has it drop on someone... for pushing it off a cliff... not so much, but if the cliff isn't TOO high it will at least really help.

Khanderas
2009-07-30, 02:45 AM
Being nonliving and immune to all magic, means it will never regain hitpoints. That alone made them extinct a long time ago especially if one if its special attacks damage it as well.

Speaking of that meteor strike ability. DC25 to save for no damage, savebonus +3... so, need to roll a 22 to save then ? (Although I guess it would get bonuses for landing on soft targets like PC's).
Can it jump / fly to prepare another meteor strike or is it just upon deployment from airships ? Does it need an attackroll to hit or has it a homing system and if so how many times per day can that be used ?

If immune to all magic how can it be controlled by its creators ? Did they have a way to reestablish that control if it went rogue ?

The Mentalist
2009-07-30, 09:06 AM
Edited it based on suggestions and the the fact that the meteor strike wasn't very practical.

Still working on price to make the darned thing.

Thrawn183
2009-07-30, 01:00 PM
That's an impressive Death Throes...

DracoDei
2009-07-30, 01:05 PM
Being nonliving and immune to all magic, means it will never regain hitpoints. That alone made them extinct a long time ago especially if one if its special attacks damage it as well.
Nope you can still repair it using mundane means I think... some obscure rule... 100 gp per hitpoint for all constructs or something...

Also, the thing about it taking damage from falls is now confusing and/or pointless since there MIGHT be a FEW places in the multiverse where the ground counts as a magic weapon... but not many.

The Death throws are... much too much.

The Mentalist
2009-07-30, 01:54 PM
Also, the thing about it taking damage from falls is now confusing and/or pointless since there MIGHT be a FEW places in the multiverse where the ground counts as a magic weapon... but not many.


The earth counts as a weapon... oh yeah, Hulking Hurler.

Woodsman
2009-07-30, 03:04 PM
The death throes is too much for sure, especially without a save.

On average, that's 70 damage. A balor's death throes deals 100 damage (Unless there's a successful Ref. save).

Realms of Chaos
2009-07-30, 04:31 PM
Hmm. Perhaps consider some of the following abilities/changes. There are far more here than you would need but these are merely suggestions.

Invulnerability (Ex): An obsidian destroyer is immune to all damage except that from magical weaponry and spells (but see spell immunity). Magic weapons don't deal extra damage (either from enhancement bonuses or from special qualities like flaming burst) when used against the obsidian destroyer.

Reason: something similar appeared on the CR 16 zodar from Fiend Folio except that it was harder to bypass. It seems odd that a creature that attacks by falling takes damage from its own falls so this evens the playing ground a bit.

Airborne Destroyer (Su): An obsidian destroyer can gain a fly speed of 60 feet (perfect maneuverability), allowing it to float through the air. While this ability is active, the obsidian destroyer cannot use it's own Meteor Strike. This ability can be supressed as a move action but doing so disables the ability for 1d4 rounds.

Reason: Right now, the obsidian's destroyer's levitate lets them float straight up and down, which is of little use unless the party keeps running underneath it. This allows them to maneuver freely. The reason that the ability remains disabled for 1d4 rounds is so that creatures on the ground get a chance to hit it without mooching fly spells from their spellcasting compatriots.

Fast Fall (Ex): An obsidian destroyer falls to earth faster than gravity pulls it, falling at a rate of 500 feet per round. If damage from the obsidian destroyer's meteor fall is sufficient to break an object in their way (such as the roof of a building), they continue falling without stopping at all.

Reason: This simply lets the destroyer start higher up, both increasing the height of the column that will be hit and letting them start their fall when barely in sight and quickly making impact craters (something that can realistically catch PCs off guard). Perfect maneuverability is there because it lets the destroyer hover in place (which seems like something they should be able to do).

Meteor Strike: When the obsidian destroyer falls, everything beneath it is endangered. All creatures and objects below it take 2d6 damage/10 feet the the obsidian destroyer fell before reaching them (DC 18 reflex save for half).
Furthermore, any creatures or objects suspended in midair who fail their Reflex save fall with the obsidian destroyer until the end of the destroyer's turn. If they reach the ground in this round, they take 2d6 damage/10 feet fallen.

Reason: This is a change of common sense. If this thing falls on a flying creature, of course it would hammer them into the ground. Furthermore, creatures in midair would take less damage from the destroyer's falling but would take more if they actually hit the ground. The reflex save for half because a CR 14's only means of attack shouldn't be so easily avoidable (by those without evasion, anyway :smalltongue:)

Crater Fortress (Ex): Whenever the obsidian destroyer falls to earth, it agitates the ground around it while fortifying itself, waiting to take to the skies once more. While the obsidian destroyer is in contact with stone, an earthquake effect is centered on it (Caster Level 14), the destroyer gains Damage Reduction 10/Adamantine, and the destroyer's natural armor bonus applies to their touch AC.

This is a companion ability to the airborne destroyer ability listed above. It increases the destroyer's survivability while waiting for their flight to reactivate and it plays around with the idea of falling to earth and making the ground shake.

Death Throws: I'd change it to 5d6 piercing and 5d6 slashing and add a Reflex save for half but that is just me.

Athaniar
2009-07-30, 04:39 PM
Also, add Absorb Mana, Devour Magic, and Orb of Annihilation.

The Mentalist
2009-07-30, 04:41 PM
Thanks Chaos.

Why Xavius?

Athaniar
2009-07-30, 04:43 PM
No reason. (http://classic.battle.net/war3/undead/units/destroyer.shtml)