21 February 2016

Monster: Toxic Effigy

Toxic Effigy

This attractive young man in elegant clothing is surrounded by a sweet smell of incense. His skin seems to be very very smooth and his eyes are eerily empty. 

CR 5; XP 1,600
LE Medium Construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +0
Aura sweet release

Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 53 (6d10+20)
Fort +2, Ref +6, Will +2
DR 5/adamantine; Immune construct traits
Weakness preprogrammed behavior

Offense
Speed 30 ft.
Melee tongue stinger +10 (1d4 plus poison)
Ranged 2 darts +10 (1d3 plus poison)
Special Attack poison (DC 15), sneak attack 3d6

Statistics
Str 10, Dex 18, Con —, Int 13, Wis 11, Cha 17

Base Atk +6; CMB +6; CMD 20
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +12, Diplomacy +12, Disguise +12 (+22 to avoid being detected as not a real person); Racial Modifiers +10 Disguise to pretend to be a normal person
Language Common

Ecology
Environment any

Organization solitary or pair
Treasure double standard

Special Abilities

Darts A toxic effigy has a set of self-loading darts hidden inside its hands that it can fire up to 30 feet. A toxic effigy can fire one dart as a standard action or one dart out of each hand as a full-round action. It can fire up to six darts out of each hand before running out. The darts can be reloaded at the rate of one dart per round.

Poison (Su) Sting or dart—injury; save Fort DC 13, frequency 1/round for 6 rounds, effect 1d3 Con, cure 1 save. The effigy magically replenishes the supply of the poison.

Preprogrammed Behavior A toxic effigy is imbued with intelligence that is exceptional for a construct but still imperfect. A toxic effigy is unable to succeed on Sense Motive checks. During discussions it is unable to keep track of the more complex topics involving specialist lore, a successful Sense Motive check against DC 15 during such conversation notices that its behavior edges on erratic and confused.

Sweet Release (Ex) A toxic effigy is surrounded by a subtle smell of the most stylish cosmetics which mask the insidious incense that weakness natural resistance against toxins. All the living creatures within 30 feet suffer –2 penalty to their saving throws against poison effects.

Product of cooperation between assassins and alchemists, a toxic effigy is a human-looking construct capable of blending in a normal society for a while until the reaches its mark and delivers a deadly venom. Or it can act as a dupe, to attract the attention of the victim’s guards while the actual assassination is commenced. Or be a bit of both, with its poison-resistance weakening fumes greatly helping the actual assassin while attracting attention to oneself at the same time.

Most of toxic effigies are made with their own unique appearance but a number of serial off-the shelf toxic effigies were made as well.

An advanced melee oriented model is currently tested as well, armed with dagger-blades hidden within hands instead of darts, and having Outflank, Weapon Finesse, and Two-Weapon Fighting feats.

Construction
Toxic effigy requires careful assembly of its internal mechanisms and covering it in an alchemically grown material that mimics human skin, weighing about 100 pounds and worth a total of 1,000 gp.

Toxic Effigy
CL 8th; Price 16,000 gp.
CONSTRUCTION
Requirements Craft Construct, alter self, charm person, poison; Skill Craft (alchemy) DC 20; Cost 8,500 gp.

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