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Thread: OOTS Beastiary II

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    Default Re: OOTS Beastiary II

    Steinner, Scout

    Tiny construct (earth)
    Hit Dice: 3d10 (15 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), 5 ft. (burrow)
    Armor Class: 20 (+4 dex, +4 natural, +2 size), touch
    Base Attack/Grapple: +3/-7
    Attack: Claw +9 melee (1d4-2)
    Full attack: 2 claws +9 melee (1d4-2)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: --
    Special Qualities: Construct traits, damage reduction 5/adamantium, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
    Saves: Fort +1, Ref +5, Will +7
    Abilities: Str 6, Dex 19, Con -, Int -, Wis 23, Cha 1
    Skills: Craft (stone working) +10, climb +10, jump +10, knowledge (dungeoneering) +10, spot +12
    Feats: Craft Construct(B), Weapon Finesse(b)
    Environment: Underground
    Organization: Solitary, Party (3-9), Investigation (10-40)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: 4-5 HD (tiny)
    Level Adjustment: --

    Steinner scouts job is to constantly scuttle about, searching for useful ores, repairing other damaged scouts, and checking for blockages and obstructions in already crafted areas of the Valley. They then run for the nearest crafter or lifter and relay the information.

    Steinner scouts appear, in their resting stage, as simple stone, though individuals vary wildly in their shapes, textures and makes. Only a DC 25 Knowledge (dungeoneerng) check allows one to notice the steinner is not a common rock. However, when working these stones extrude eight crystaline legs and and four manipulative mouthparts from each side. All in all they appear as stone spiders with two 'heads', though devoid of eyes.

    Steinner scouts weigh about 20 lbs. They do not speak but instinctively use their stone tell ability to exchange information

    Combat:
    Steinner's never initiate combat, but their original instructions include self defense, and if they cannot run they will rear up fearlessly upon their opponents, slashing and gouging with their sharp legs. A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

    Replicate Self (Su):
    A steinner scout can build aduplicate of itself in 1d6 hours with a successful DC 20 craft (stone working) check. As well, it can repair and bring back to functionality a scout that has been killed, but still retains its pieces. This process takes a full minute of uninterupted work plus one minute for each point below 0 the scout was damaged. The damaged scout loses 1d4 hit points each time it is repaired.

    Spell-like Abilities:
    At will/Soften Earth and Stone, Stone Tell. 1/day Meld With Stone. Caster level 16. Save DC's are wisdom based.

    Skills:
    Scouts have a +10 racial bonus on knowledge (dungeoneering) and craft (stone working) checks. They also have a +6 bonus on climb, jump and spot checks. A scout uses its dexterity modifier for climb and jump checks.

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    Steinner, Lifter

    Large Construct (earth)
    Hit Dice: 13d10+30 (95 hp)
    Initiative: -1
    Speed: 50 ft. (10 squares)
    Armor Class: 20 (-1 dex, +12 natural, -1 size), touch 8, flat-footed 20
    Base Attack/Grapple: +9/+22
    Attack: Claw +17 melee (1d8+9)
    Full attack: 4 claws +17 melee (1d8+9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Deathgrip, Improved Grab
    Special Qualities: Construct traits, damage reduction 10/adamantium, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
    Saves: Fort +4, Ref +3, Will +3
    Abilities: Str 28, Dex 8, Con -, Int -, Wis 9, Cha 1
    Skills: Craft (stone working) +12, knowledge (dungeoneering)+6
    Feats: Craft Construct(B)
    Environment: Underground
    Organization: Solitary, (2-5), or Construction (6-12)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement: 14-26 HD (large), 27-39 HD (Huge)
    Level Adjustment: --

    A lifter's life is the tunneling, excavating and expanding of the Valley, along with the hauling of the raw materials used for crafting to the Crafters. They are also responsible for the repair of their fellow lifters.

    Lifters appear much as their smaller brethren, except that are a great deal larger, and their legs and manipulative digits are developed into thick limbs with massive grasping claws on the ends. In their resting state they are often mistaken for boulders or piles of rubble. Only a DC 25 Knowledge (dungeoneerng) check allows one to notice the difference until it moves.

    Lifters weigh about two tons.

    Combat:
    Lifters are the closest things a steinners have to a guard, and if they even see another steinner being harmed they scuttle forth with pinches extended for grabbing. If they can get a hold they then tend to rend the agressor in two.

    A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

    Deathgrip (Ex):
    The following round after a successful grapple a lifter can attempt to pin its opponent. If successful it then grips its foe bodily and the victim must make a successful fortitude save (DC 25) or be torn in half and die instantly. Even if the save is successful the victim takes 2d8+13 danage. The save DC is strength based.

    Improved Grab (Ex): To use this ability, a lifter must hit with two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Replicate Self (Su):
    A steinner lifter can build a duplicate of itself in 2d6 hours with a successful DC 26 craft (stone working) check. As well, it can repair and bring back to functionality a lifter that has been killed, but still retains its pieces. This process takes 3d10 minutes of uninterupted work plus one minute for each point below 0 the lifter was damaged. The damaged lifter loses 4d6 hit points each time it is repaired.

    Spell-like Abilities:
    At will/Soften Earth and Stone, Stone Tell. Caster level 16. Save DC's are wisdom based.

    Skills:
    Lifters have a +12 racial bonus on craft (stone working) checks and a +6 bonus on knowledge (dungeoneering).

    -=-=-=-=-=-=-=-=-


    Steinner, Crafter

    Large Construct (earth)
    Hit Dice: 9d10+30 (75 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+3 dex, +8 natural, -1 size), touch 12, flat-footed 17
    Base Attack/Grapple: +6/+16
    Attack: Claw +11 melee (1d6+6)
    Full attack: 2 claws +11 melee (1d6+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: --
    Special Qualities: Construct traits, damage reduction 10/adamantium, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
    Saves: Fort +3, Ref +6, Will +6
    Abilities: Str 23, Dex 17, Con -, Int -, Wis 16, Cha 4
    Skills: Craft (stone working) +20, Knowledge (dungeoneering) +6
    Feats: Craft Construct(B)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 9-16 HD (large)
    Level Adjustment: --

    Though with no more intelligence than any other steinner, a crafter is the 'mastermind' of the steinners, filled with programmed instincts that allow them to direct the lifters and scouts. They design and construct and build nearly everything found within the Valley, and recieve a constant influx of information from the scouts, and materials for building from the lifters.

    Crafters appear more waspish than the others, leanner, though with eight overly long limbs with a couple dozen manipulative digits to each. These digits range from knife or axe-like to corkscrew and drill shaped.

    Crafters weigh somewhere around a ton.

    Combat:
    Crafters never fight if they can help it, relying on the nearby lifters and scouts to keep them from damage. If they have no alternative however their self preservation instincts kick in, and they slash and gouge until their opponent is dead or fled.

    A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

    Replicate Self (Su):
    A steinner crafter can build a duplicate of itself in a day with a successful DC 32 craft (stone working) check. It can also rebuild any other steiner with the craft check mentioned in their entries. As well, it can repair and bring back to functionality a crafter that has been killed, but still retains its pieces. This process takes 1d6 hours of uninterupted work plus one hour for each point below 0 the crafter was damaged. The damaged lifter loses 2d6 hit points each time it is repaired. It may also repair other steinners, but usually assigns this task to others.

    Spell-like Abilities:
    At will/Mending, Soften Earth and Stone, Stone Tell. Caster level 16. Save DC's are wisdom based.

    Skills:
    Crafters have a +20 racial bonus on craft (stone working) checks and a +6 bonus on knowledge (dungeoneering).
    Last edited by The Vorpal Tribble; 2008-08-22 at 01:40 PM.