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Weirded Way
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Quote Originally Posted by adanedhel9 View Post
Weirded Way
Colossal Aberration
Hit Dice: 28d8+224 (350 hp)
Initiative: +4
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 18 (+0 Dex, +16 natural, –8 size), touch 2, flat-footed 18
Base Attack/Grapple: +35/+51
Attack: Bite +27 melee (6d6+14)
Full Attack: Bite + 27 melee (6d6+14) and two slams +25 melee (3d8+7)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved grab, shortcut, swallow whole, tourist trap
Special Qualities: Damage reduction 15/adamantine, darkvision 60 ft., freeze, resistance to cold 15, electricity 10, fire 10, spell resistance 25, tremorsense 120 ft.
Saves: Fort +17, Ref +11, Will +19
Abilities: Str 39, Dex 11, Con 26, Int 5, Wis 17, Cha 11
Skills: Hide +5, Listen +10, Spot +10
Feats: Altertness, Blind-Fight, Diehard, Endurance, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (slam), Lightning Reflexes, Multiattack, Power Attack
Environment: Any urban
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Usually neutral
Advancement: 29+ HD (Colossal)
Level Adjustment:

Tendrils of morning mist glide over the cobblestones to a point in the center of the deserted street, where they sink into the ground. A great blast of warm air pushes the fog away, only for it to begin filling the street again. The pattern repeats itself several times before a massive maw suddenly erupts from the ground. With hide like polished stones, eyes like moonlit puddles, and limbs like pillars, the creature easily surprises its prey before sinking back to street level.

A Weirded Way is an extremely dangerous creature at home in the largest of cities. It lurks, seamlessly disguised as a cobblestone street, while it bends space around itself to ensnare its prey. Lost travelers, drunks, and occasionally even knowledgeable locals find themselves within reach of this creature's omnivorous maw. With a Weirded Way around town, even a single wrong turn can lead to disaster.

Young Weirded Ways find themselves drawn to fledgling towns. Once established, a Way prefers to stay in the same community as long as possible. They will even defend the city against serious threats, sometimes including other Weirded Ways. Eventually each Way finds that its stomach outstrips its host city, and it moves on to busier streets.

Though Weirded Ways are not particularly intelligent and are always hungry, centuries of experience have taught them well. Weirded Ways need little food to simply survive and understand that consuming too many people can draw unwanted attention. As such, most Weirded Ways avoid attacking when not starving and avoid eating prominent citizens. Weirded Ways in the smallest of cities snap up one or two citizens a month, while Weirded Ways in the largest can get away with over one meal a day.

Weirded Ways speak Terran and the most prevalent language of their current host city.

Combat
Weirded ways always prefer to ambush their prey. By making use of its Freeze and Tremorsense abilities, a Weirded Way can avoid detection while maintaining its awareness of anything nearby. Once in melee range, the Way relentlessly attacks, swallowing opponents whenever possible and using Shortcut to drag fleeing combatants back into battle. A Weirded Way's only true fear is an aerial assault, against which it has no method of retaliation.

Freeze (Ex): A Weirded Way can hold itself so still it appears to be a simple street. An observer must succeed on a DC 30 Spot check to notice the Weirded Way is really alive.

Improved Grab (Ex): To use this ability, a Weirded Way must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Shortcut (Su): Once per round as a immediate action, a Weirded Way can concentrate its space-warping abilities to instantly move a single creature to any valid space within the Way's reach (20 ft.). The target creature must be touching the ground within 120 ft. of the Way in order for Shortcut to affect it.

Swallow Whole (Ex): A Weirded Way can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+7 points of crushing damage plus 2d8 points of acid damage per round from the Way’s digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the Way’s digestive tract (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Tourist Trap (Su): Space around a Weirded Way constantly shifts and twists so as to best draw potential prey into the Way's trap. Any time an intelligent creature fails a Gather Information check within the same city as a Weirded Way, that creature must make a DC 24 Will save or become lost in this region. Such a creature inevitably (within the next 1d10x10 minutes) passes over the Weirded Way's hunting ground. The save DC is Charisma-based.

Lore
Characters with ranks in Knowledge (dungeoneering or local) can research Weirded Ways to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from the lower DCs.

DC 38: Weirded Ways are urban monsters that can lure lost travelers into deadly traps.
DC 43: The Weirded Way is an ambush attacker; it remains hidden as a common city street until it its prey is in position. Then it strikes from below, swallowing anything in its path.
DC 48: The hide of a Weirded Way not only looks like stone, but is also nearly as tough. Don't expect cold, fire, electricity, or steel to pierce it.

Plot Hooks
A large city holds a Weirded Way which feeds on a cycle: every four years it goes on a frenzy, eating hundreds of citizens within a one-month span. Nearly four years have passed since the last such event, and the citizens are becoming worried.

An impetuous young Weirded Way has moved in on the established territory of an older Way. Spars between the two have already destroyed several city buildings, and neither shows any sign of leaving just yet.

The addled patriarch of a growing town insists that a Weirded Way – a sign of a large city - is necessary to put his community on the map. As such, he has made it known that he will pay handsomely if anyone manages to attract such a creature to his town.


Sialla Danda
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Quote Originally Posted by afroakuma View Post
My contribution:

Sialla Danda
Small Fey
HD 6d6+6 (27 hp)
Speed 50 ft. (10 squares); fly 30 ft. (good)
Init: +5
AC 19; touch 19; flat-footed 14 (+5 Dex, +3 circumstance, +1 size)
BAB +3; Grp +3
Attack Surprising touch melee touch +9 (flat-footed + luck drain) or Small rapier +9 (1d4, 18-20/x2)
Full-Attack Stunning touch melee touch +9 (1d4 + stun + luck drain, x2) or Small rapier +9 (1d4, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Surprising touch, stunning touch, luck drain, stumble
Special Qualities Impart luck, urban clairsentience, sibling of shadows, spell-like abilities, SR 15, low-light vision, thrive
Saves Fort +3 Ref +10 Will +6
Abilities Str 10, Dex 21, Con 12, Int 17, Wis 13, Cha 18
Skills Appraise +6, Balance +10, Bluff +12, Climb +5, Diplomacy +10, Disguise +10, Escape Artist +11, Gather Information +13, Hide +11, Knowledge (local) +10*, Move Silently +11, Sense Motive +10, Sleight of Hand +14, Tumble +11
Feats Weapon Finesse, Combat Expertise, Improved Unarmed Strike (B), Combat Reflexes
Environment Any urban
Organization Solitary or family (2-8)
Challenge Rating 6
Treasure Double standard
Alignment Always chaotic (any)
Advancement by character class; Favored Class Bard
Level Adjustment +8

*Racial skill bonus

Sialla danda are descendants of the fey of the natural world, who have adapted to humanity and the urban world.

A sialla stands 4 feet tall and appears as a young adult human might. Sialla have pointed ears, brown or coppery hair and rum-colored eyes. They choose fancy clothing in fashionable (not gaudy) colors, and their mischievous smiles never fully reach their penetrating gazes.

Combat
A sialla danda prefers to start combat with its spell-like abilities, before closing to melee. The sialla tries a stunning touch on the most intimidating opponent, then uses its surprising touch to steal luck and retreat safely. Sialla are preternaturally fast.

Surprising Touch (Su) A sialla's touch attack passes through armor, clothing and the like to touch flesh directly. The unnerving sensation this confers causes the victim to become flat-footed. This effect does not work on creatures that are immune to critical hits.

Stunning Touch (Su) A sialla can extend her touch through her foe's flesh, causing shock and discomfort. Although barely harmful, the distressing sensation created by the sialla stuns her victim for 1d4 rounds (Will save DC 17 half.) The save for this effect is Charisma-based.

Luck Drain (Ex) Sialla danda seem to have some innate control over the flow of fate. On any touch attack a sialla makes, she may choose to steal luck from her victim. This manifests as a -1 luck penalty to attack rolls, damage rolls, skill checks and saves, and is cumulative to -5. Each time she steals luck, the sialla gains a luck point. Sialla danda cannot retain more than ten luck points. Luck drain is nonmagical and fades one hour after the first draining.

Stumble (Su) Sialla danda use the shadows of their urban environment to their advantage. The sialla may make a trip attempt using a ranged touch on any creature within an area of shadowy illumination that she can see (sialla danda have low-light vision). The sialla and her foe make opposed Dex checks without modifiers for size category, and the defender is unable to make an opposed trip attempt on a success.

Impart Luck (Su) The sialla can channel the luck she has stolen, magically imparting it unto herself or another. She may expend any number of luck points to increase the caster level and save DC of one of her spell-like abilities. Alternately, she may impart up to five luck points into a single creature. Each luck point grants a +1 luck bonus to attack and damage rolls, skill checks and saves. Imparting luck to another is magical and fades one hour after the first infusion.

Sibling of Shadows (Su) Sialla danda are spirits of crowds, of alleys, buildings and evenings. They gain a +3 circumstance bonus to AC while in an area of shadowy illumination. Sialla can only fly in shadowy illumination, or outside after dusk. Sources of bright illumination are reduced in diameter 10' while within sight of a sialla.

Urban Clairsentience (Ex) Sialla danda are masters of the cities in which they reside. They can take 20 on any Gather Information check in their home city, and gain the synergy bonus from Knowledge (local) on top of that. They are also aware of all strangers in their city, and get a +10 racial bonus on Bluff, Disguise and Sense Motive checks related to impersonating a local.

Thrive (Su) Sialla danda have widely varied opinions on the humans they live amongst. However, they are definitively happier around crowds. A sialla danda gains 1 additional hp for every 500 people living in their city.

Spell-Like Abilities (Sp) At will - alarm, alter self, darkness, detect magic, faerie fire, flare, glitterdust, hypnotism, invisibility, message, minor image. 3/day - deep slumber, deeper darkness, eagle's splendour, hold person. Sialla cast spells as 7th level sorcerers.

Society
Sialla danda are a younger breed of fey that have adapted to coexist with cities. Though some are more ardently malicious than others, most are content to be mischievous but supportive of their crowded homes. Whatever their alignment, no sialla will ever harm a child - often they will actively aid in returning the child to its parents.

Sialla enjoy using their control over luck to favor certain mortals at the expense of others. They have been known to message information to certain mortals, which might be for good or ill. This tendency actually gave rise to their urban legend.

Some sialla help the local law enforcement, weaving alarms and highlighting criminals with faerie fire. Conversely, petty thieves have vanished without a trace, made invisible by a bored sialla.

Generally, sialla prefer to use alter self to better integrate with the crowds. Their humanoid forms retain the striking, rum-colored eyes of their fey shape. Disguised sialla enjoy being the life of the party, and those who can devote time and attention to it often become bards.

It is rare, but of late, turf wars have ignited between rival sialla families in larger cities. Faerie fire in different colors delimits areas of control at night, and civil authorities who believe in the sialla often have difficulty choosing a side to ally with.

Lore

DC 15: A minor bout of bad luck is sometimes blamed on an impish spirit known as "the danda."
DC 20: Invisible fairies called "danda" whisper advice to downtrodden folk.
DC 25: Sialla danda are fey who retrieve lost children.
DC 30: Sialla danda trade in luck.


Lowfolk
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Quote Originally Posted by AKA_Bait View Post
The Lowfolk

With silent lips. "Give me your tired, your poor,
Your huddled masses yearning to breathe free,
The wretched refuse of your teeming shore.

-Emma Lazarus

Lowfolk
Medium Fey
6d6+6 (27 hp)
Speed 30 ft. (6 squares), Climb 30 ft. (6 squares)
Init: +4
AC 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14
BAB +3; Grp +3
Attack Dagger +7 melee (1d4/19-20)
Full-Attack Dagger +7 melee (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks spells, spell-like abilities, visage of the downtrodden, below notice
Special Qualities Damage reduction 10/cold iron, low-light vision, Scuttleborn
Saves Fort +7 Ref +13 Will +12
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 17, Cha 17
Skills Climb 11, Concentration +10, Diplomacy +10, Escape Artist +10, Handle Animal +13, , Hide +12, Listen +12, Move Silently +12, Sense Motive +12, Spot +12, Use Magic Device +12
Feats Combat Casting, Dodge, Weapon Finesse
Environment Urban
Organization Solitary, Huddle (2-4) or Pack (5-10)
Challenge Rating 7
Treasure ½ Standard
Alignment Usually Chaotic Good
Advancement by Character Class; Beguiler
Level Adjustment +7

"Mommy! Mommy!" the little girl yelped, her tiny fingers pointing at a bedraggled woman decked out in rags curled up against the sheltering wall of the Old Courthouse, "there she is! The lady from the park."

Her mother, well dressed with pearls dripping around her neck, looked at where the child pointed, squinting, "Don't be silly Amanda. There's nothing over there but a pile of rags."


That man on a street corner in the torn up coat. That woman, her dress bearing the stains and tears of long use, who sits feeding pigeons. That little playmate of your child’s who is never seen but talked about incessantly. These are the lowfolk, the fey of the cities so populous they can become barren of human contact for those dwelling within.

Lowfolk are the fey of the city, caring for its inhabitants much as a nymph or dryad would look after its woodland pools and groves. Lowfolk deal in subtlety, and keep the city within its domain from becoming too stratified or its peoples divorced from one another. Typically, they remain unseen, but when spotted they appear as a homeless member most common race in a given city; an image which serves as a reminder to the materially minded that their pleasures are not shared by all with whom they live. They can appear to be otherwise when it suits them, using the disguise self an alter self abilites as well as spells to take on the form they desire.

They use their powers to shape events in their urban homes, leading potential future lovers to each other randomly in the night, breaking the wheels of a nobles carriage in the poverty stricken sections of town to make the noble spend time there, pestering a young merchant into giving aid to those they would normally ignore, or even in dire circumstances impersonating a city official to change destructive policies. They have a particular soft spot for children and their Below Notice ability affects only adults. Children are those that can be most shaped to heal a wounded metropolis and a particular lowfolk may spend months or even years in the company of a special child, attempting to impart its values into the next generation of city dwellers.

The number of lowfolk in any given city varies with the size of the metropolis. The bigger the city, the more lowfolk, although there is no hard and fast rule for this ratio.

Although rare, neutral and evil lowfolk have been known to exist. These unpredictable fey can shape a city just as their good counterparts. Those that are neutral tend to be pranksters, causing random mischief and giving a city a sense of the strange and unexpected. Evil lowfolk can tear a city apart, pitting social classes against each other or even against themselves for their own malign amusement.

Lowfolk speek sylvan, common, and whatever languages predominate the cities in which they live.

Combat

Lowfolk typically avoid violence, but have been suspect of being responsible for indirectly instigating riots and uprisings of the poor on some occasions. If a lowfolk is spotted, they will typically attempt to talk to their would-be attacker first, using suggestion to avoid direct conflict. If that fails, they will typically use greater invisibility and attempt to flee.

Spell-Like Abilities
At will- Alter Self, Disguise Self 3/day-Suggestion 1/day—Greater Invisibility, Caster level 7th. The save DCs are Charisma-based.

Spells
A lowfolk casts spells as a 7th-level Beguiler.

Visage of the Downtrodden (Su)
As a move action, a lowfolk can gaze into the eyes of a creature within 30ft, reminding it that anyone can be brought low by chance. The target creature must succeed on a DC 16 Will save or be effected as if by the spell Crushing Despair for one hour. The save DC is Charisma-based.

Scuttleborn (Su)
A lowfolk adds twice (2x) his Dexterity Modifier as a bonus on all Reflex saving throws. In addition, he also adds his Dexterity Modifier as a bonus to his Will and Fortitude saving throws, and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).

Below Notice (Su)
This ability affects all adult creatures with an intelligence score greater than 4 within 30 feet of a lowfolk. Their eyes slide over a lowfolk as if they were merely a piece of background. Those who look directly at a lowfolk must succeed on a DC 16 Will save or be unable to see or otherwise detect the lowfolk just as if the lowfolk were subject to the spell Superior Invisibility. A character who sucessfully saves against a lowfolks Below Notice is immune to the effect by that particular lowfolk for 24 hours. A lowfolk can suppress or resume this ability as a free action.

The save DC is Charisma-based.

Lowfolk Lore:
Sucessful Knowledge: Local or Knowledge: Nature checks will reveal the following general information about the lowfolk.

DC 10: Many large cities have fey inhabitants. Some of these appear as beggars.

DC 15: Lowfolk appear as beggars but are actually somewhat powerful fey. They look after the city, attempting to harmonize the interactions if its inhabitants. Lowfolk favor the poor, and to look upon one is to be reminded of the sorrow of those who go without.

DC 20: Lowfolk have many powers of illusion and often influence the politics and governing of a city by directing people to specific places at specific times or pretending to be influential people at key moments.

Using Lowfolk in Your Game:

Lowfolk can fit into virtually any setting that has fey creatures and cities. They are not particularly combat oriented monsters, although their access to beguiler spells does make them somewhat competent if they are forced to fight. Mainly though, they are intended to be used as parts of the overall feel of a city and serve as contacts, allies, or crafty and hidden foes of the PCs as appropriate to a particular game.


Urban Oasis
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Quote Originally Posted by rtg0922 View Post
Urban Oasis





Huge Plant
Hit Dice: 18d8+144 (225 HP)
Initiative: -2
Speed: 10 ft. (2 squares); burrow 30 ft.
Armor Class: 16 (-2 Dex, -2 size, +10 natural), touch 4, flat-footed 16
Base Attack/Grapple: +13/+29
Attack: Bite +19 melee (2d8+8); or tendril +17 melee (1d8+4)
Full Attack: Bite +19 melee 2d8+8) and 4 slams +17 melee (1d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Pollen of peace, spell-like abilities, urban mirage
Special Qualities: DR 10/slashing, immunities, improved grab, plant traits, swallow whole, tremorsense 60 ft., vulnerable to fire, writhing aura
Saves: Fort +17, Ref +6, Will +9
Abilities: Str 27, Dex 6, Con 22, Int 17, Wis 17, Cha 24
Skills: Disguise +35*, Hide +19*, Listen +24, Move Silently +19, Spot +24
Feats: Ability Focus (urban mirage), Awesome Blow, Improved Bull Rush, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Disguise)
Environment: Any urban
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Usually neutral
Advancement: 19-22 HD (Huge); 23-28 HD (Gargantuan); 29+ HD (Colossal)
Level Adjustment:

Walking along the lane between rows of various lean-tos and rickety buildings, you spot a sudden empty lot that, inexplicably, has a small fountain with a cherub statue, a few small benches, and lush, beautiful grass with wildflowers in several places. Suddenly, you feel an odd sensation, drawing you to come lie down upon the grass and perhaps take a drink from the fountain.

Like the monstrous fish at the deepest parts of the ocean, some creatures in cities use disguises and other methods to lure prey to them. The urban oasis is one such creature. Relying on inherent magic and other abilities, an oasis is a giant plant that is usually almost entirely underground. The only parts aboveground are leaves, tendrils, and the creature’s gaping maw. Creatures are enticed to walk across the small park they see before them, really a mirage created by the oasis, only to be grabbed by tendrils and swallowed whole.

Combat
An urban oasis usually only “fights” with those creatures it has managed to lure in, and then the fight is only the few rounds it needs to draw the creatures into its gullet. Against other foes, an oasis uses its spell-like abilities to slow down opponents while attempting to grab and feast upon others. Should things look bad for the oasis, it generates a fog cloud of dust and pollen motes and attempts to burrow to freedom.

Immunities: An urban oasis is immune to mind-affection effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, stunning, and critical hits.

Improved Grab (Ex): To use this ability, an urban mirage must hit a creature of size Medium or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. An urban oasis can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.

Pollen of Peace (Su): In order to capture its prey, an urban oasis can project pollen spores that force creatures to stop and smell the roses (as it were) or even fall asleep. As a standard action, the urban oasis exudes pollen in a cloud that extends to a 30-foot emanation. Creatures must succeed on a DC 25 Fortitude save or suffer the effects of the calming pollen. The save DC is Constitution-based. The effects of failure are based on HD – creatures of 8 HD or less are effected as if by the deep slumber spell, creatures of 9-12 HD are exhausted for 1d6 rounds, and creatures of more than 12 HD are sickened for 1d3 rounds. All creatures that fail their saves, regardless of HD, take a -2 penalty to Will saves against the urban oasis’s other abilities.

Furthermore, creatures that fail their save must make a DC 26 Will save or be compelled to move towards the urban oasis’s mouth (before falling asleep, if necessary) and to lie down on the “grass” in the area. The save DC for this effect is Charisma-based.

Spell-Like Abilities: at-will – deep slumber (DC 20), fog cloud, ghost sound (DC 17); 3/day – crushing despair (DC 21), entangle (DC 18), hypnotism (DC 18). Caster level is equal to ½ HD. The save DCs are Charisma-based.

Swallow Whole (Ex): An urban oasis can try to swallow a grabbed opponent of up to Large size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of bludgeoning damage plus 1d8+6 points of acid damage per round from the oasis’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Urban Mirage (Su): As a manner of attracting prey, an urban oasis disguises itself as a small park, a grassy knoll with a gazebo, or other sort of natural area as would be found within a city. It can, as a standard action at will, disguise itself and its surroundings as if by the mirage arcana spell, though it can disguise itself within the area and the illusion only lasts for a number of rounds equal to the oasis’s Charisma modifier (7 rounds) after it ceases concentrating. Creatures interacting with the area are entitled to a DC 30 Will save (10 + ½ HD + 7 Cha + 2 synergy [Disguise] + 2 Ability Focus) to disbelieve the illusion.

Vulnerable to Fire (Ex): Like many plants, an urban oasis is vulnerable to fire. It takes half again as much damage when subjected to such an attack, and has a -2 penalty on saving throws against Fire effects.

Writhing Aura (Ex): Being an essentially flat plane (above-ground, anyway), creatures may fight atop the urban oasis. However, this poses some problems. The area atop the oasis is difficult terrain and as such prevents opponents from running or charging.

*Skills: An urban oasis has a +8 racial bonus to Hide checks and a +4 racial bonus on Disguise checks. It’s ranks in Disguise also provide a +2 synergy bonus to the DC of its urban mirage ability.

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

Lore
Characters with ranks in Knowledge (Nature) can learn more about urban oases. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table=head]DC | Result
28 | An urban oasis is a large plant that uses mimicry, illusion, and other natural methods to lure in potential prey. This reveals all Plant traits.
33 | The plant is rather versatile, with the ability to calm foes, draw them in, and even swallow them whole. They even have innate magic that allows them minor hypnotic powers.
38 | Like many plants, an urban oasis is vulnerable to fire and hard to hurt with blunt or pointed weapons, but provides a dangerous battlefield to fight atop.[/table]


Plot Hooks
  • Children and small pets have begun disappearing all over the city after a massive clean-up program that added several new parks, lots, and open spaces. Local druids suspect an urban oasis, but finding the correct park or empty lot is a large job that requires many volunteers. Leaders hope to curb the deaths before they grow too numerous to cover up.
  • An evil gnoll druid, banished from a large city, has taken out his frustration by surrounding the outskirts of the city with allied urban oases. Many caravans and merchants have disappeared, and the town council seeks heroes to find out why.


E.M.I.T Construct
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Quote Originally Posted by Bisected8 View Post
A robed figure strolled down the halls of the Silicavale College of Arcana. Construct lab 017b, normally empty of students in the evening, was just ahead. The lamps in the hallway were still on and the general buzz of several conversations was coming from behind the door. There was no doubt that this was the place. He yawned slightly before knocking on the door.
"Hello, I'm here to evaluate your society." he called, as he pushed the door open.
The lab was occupied by several apprentices. Most of them were wearing overalls, a clear sign that they took golem building more seriously than the rest of their studies. One of them looked up and cleared his throat.
"Oh, good evening Professor Ludd."
"Ah, Initiate William Walt, isn't it? In charge of a society already, eh? Take a seat."
"Yes, Professor. But everyone calls me 'Gray', professor.", he mumbled as they sat at the nearest available desk.
Ludd paused for a moment before he remembered that things were always less formal between students and lecturers outside of university hours.
"Very well then, what exactly is this society about. I know you're rather keen on building constructs, but I'm sure you understand we can't have you binding elemental spirits without supervision."
"Oh, that isn't a problem, professor.", Gray said quickly, "Show him, Warrik."
One of the other apprentices, who had up until this moment been staring nervously from the benches as Gray made his pitch stood up and carried a small box over to the table. Ludd looked inside and cocked an eyebrow.
"This...looks like the contents of the dustbins." He even recognised the old clock he threw out that very morning.
"Yes, you see that's the idea. What we do is try to build our constructs from recycled...well I'll show you."
Warrik lifted the delicate (in the sense of a bag held together by string) looking device out of the box and placed it on a table. It proceeded to hum dangerously.
"What we did was use this old enchanted pair of glasses as a sensor...so it can tell when something moves passed that is...", he waved his hand vigorously and the device jerked to life, moving haphazardly towards it, "and we used the clockwork mechanism to make it move...so well it...er"
"Basically we try to control them using simple enchantments...
instead of binding elemental spirits to them!", a voice half squeaked, half spluttered from the benches.
"Ye-yes. What Ada said." stammered Warrik, nodding appreciatively to the mousy young girl (who now appeared to be engaged in some sort of contest with him over who could look the most flustered).
Ludd looked at the students for a moment and to their relief, smiled.
"Ah yes, they used to do that in my day. E.M.I.Ts they called 'em."
"Yeah, Entertaining Magical Intellectual Tricks. That's what it stands for...proffesor?"
Ludd chuckled, "If that's what it stands for these days, then."
And with that, he took out a small form, already with his signature, handed it over to them and went on his way as the buzz resumed.


E.M.I.T Construct
Size/Type: Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: -2
Speed: 10ft. (2 squares)
Armor Class: 10, touch 10, flat-footed 12 (+2 size, -2 dex)
Base Attack/Grapple: +1/-10
Attack: Shunt +1 melee (1d2-3)
Full Attack: Shunt +1 melee (1d2-3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: None
Special Qualities: Construct Traits, Sensor, Reactor
Saves: Fort 0, Ref -2, Will -4
Abilities: Str 4, Dex 7, Con —, Int —, Wis 2, Cha 10
Skills: Spot (Wis) 5, Hide (Dex) 2, Move Silently (Dex) 2
Feats: Stealthy
Environment: Urban
Organization: Solitary, Expo (2-20),
Challenge Rating: 1
Treasure: Mundane Alchemical Items only
Alignment: Neutral
Advancement: By HD; 2-3 (Tiny), 4-8 (Small)

An E.M.I.T is a simple construct built by hobbyists. They typically consist of whatever resources the builder had lying around (scrap metal, logs, broken and discarded equipment and alchemical items). They are designed to be simpler than golems and other more complicated magical constructs, using simple alchemical and magical principles to guide them rather than binding elemental spirits to control them. For example using shards of metal from old enchanted eyeglasses as sensors, and the remains of a failed attempt at a dancing weapon to provide locomotion. A typical EMIT has a very basic "react and act" pattern of behaviour, making them ideal for certain tasks. In addition to being built by apprentice mages to expand their skills or simply occupy themselves many toymakers employ the technology to improve their wares. An E.M.I.T will follow any orders given to it with the right commands but it is not following any order more complex than simple directions (e.g. Forward 10, Left 90...)

Construct Traits
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Features
A construct has the following features.

  • 10-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • No good saving throws.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.


Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).

{TABLE=head]Construct Size Bonus|Hit Points
Fine|—
Diminutive|—
Tiny|—
Small|10
Medium|20
Large|30
Huge|40
Gargantuan|60
Colossal|80 [/TABLE]

  • No Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not eat, sleep, or breathe.


Sensor EMITs always have some sort of specialised sensor attached to them, this functions in addition to their normal visual and acoustic sensors and gives them some immunity to flanking. The EMIT becomes aware of anything within 20 ft. of itself which sets off the sensor. A sensor can detect one change (e.g. temperature, sound, movement, etc) which grants the EMIT some sort of bonus. Examples of sensors include;

  • Fire: Set off by any high temperature, granting a +1 bonus to reflex saves against spells, hazards and traps that deal heat damage and a +1 bonus to AC against all heat based weapons.
  • Cold: As above but with cold based attacks
  • Movement: The EMIT cannot be flanked or sneak attacked by a creature within 20ft. of it.
  • Magic: The EMIT reacts to any magical object within 20ft. of itself (not including itself but including other EMITs). Its effective control range (see below) is doubled.
  • Signal: The EMIT is able to detect when other EMITs have had their sensor tripped. It cannot be flanked unless all other EMITs within 20ft. of it are also flanked and gains a +1 dexterity bonus to its AC for each EMIT in that range


Reactor EMITs typically have some sort of device which reacts when its sensor is tripped. This can replicate the effects of any cantrip (0th level spell) once every hour up to 3 times per day. It will usually target whatever set off its sensor or itself as appropriate (e.g. it could be set to project an illusion whenever something moves within 20ft. of it, or cast chill touch on any source of heat that comes close).

Combat

EMITs are mindless and typically wait until given orders (which can be from anyone who knows how to work them, given the simple nature of the magic that created them) from anyone within 50ft. (or 100ft. if it has a Magic sensor). They will not enter combat (and indeed are of little use) unless directed by manual control. Anyone controlling them can only prompt them to move in a certain direction (the sensor triggers its reactor automatically).

Crafting EMITs

EMITs are created from discarded and broken magical and alchemical items, re-purposed to form a working construct.

The base cost for constructing an EMIT is 100gp, plus 150XP. Adding a reactor costs the same amount as it would to brew a potion of the same spell in gold, plus 50% of that amount in XP.

The HD of the EMIT can be increased at a cost of multiplying the base cost by the amount above to (e.g. a 2HD EMIT costs 100 gp and 150XP, a 3HD EMIT costs 200gp and 300XP, 4HD 300gp and 450XP and so on).

At the DMs discretion, the material costs could be replaced by skill checks or XP to represent the fact that the parts are scavenged rather than bought (a DC of 10 + (5 x [1/100 amount of GP]) or 2XP per GP to represent the time spent scavenging).

Lore
The following can be determined by a Knowledge (Arcana) or Knowledge (Architecture and engineering) check.

{TABLE=head]DC|Lore
12|This is an EMIT. A simple magical construct built by amateurs, hobbyists or mages in training.
17|They are built from discarded magic parts. They can be commanded to move by anyone within a certain distance.
22|They usually have some sort of simple spell which is cast automatically when certain criteria are met.[/TABLE]

Plot Hooks
  • The PCs accidentally throw out an important magical item, which ends up being used in an EMIT by a young wizard. They must track him down before other parties interested in obtaining the item do.
  • The PCs are asked to find a missing EMIT builder. He seems to have left clues in the form of a trail of EMITs he's built everywhere he goes.
  • A massive swarm of EMITs are being guided through a city, causing disruption by blocking roads and even injuring a few people who were caught in the "stamped". The PCs are hired to find the one responsible and put a stop to it.