2023-12-17

Fantasy Monster: Alchemicow

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Alchemicow

A cow wrought out of iron and brass, blackened by soil and soot.

CR 4; XP 1,200
N Large Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 41 (2d10+30)
Fort +0; Ref +0; Will +0
DR 5/adamantine; Immune construct traits; Resist acid 10, cold 10, electricity 10, fire 10

Offense
Speed 40 ft.
Melee gore +7 (2d6+9)
Special Attacks alchemical breath (DC 15)

Statistics
Str 22, Dex 10, Con —Int —, Wis 11, Cha 1
Base Atk +2; CMB +9; CMD 19 (23 vs trip)
Skills Perception +0
SQ alchemical harvest

Ecology
Environment any
Organization solitary, pair, or herd (3–10)
Treasure standard (mostly alchemical parts and materials)

Special Abilities

Alchemical Breath (Su) An alchemicow can exhale a gout of flaming, corrosive or noxious byproducts of its operation in a 20-ft. long cone-shaped burst. Alchemical breath either inflicts 4d6 points of acid or fire damage (DC 15 Reflex save for half) or causes sickened condition for 1d4+1 rounds on a failed Fortitude save (DC 15). Each exhalation consumes 1 gp worth of stored harvest. An The saving throw DC is Constitution-based and includes +4 racial bonus.

Alchemical Harvest (Su) Each alchemicow is constructed to harvest, process, and refine one specific alchemical substance or ingredient, typically distilling alcohol, organic acid, or oil from consumed vegetation, though alchemicows that gather and purify sulfur and natron are not uncommon. Each day of grazing in suitable environment accumulates up to 4 gp of worth of specific substance or ingredient, with each alchemicow having a storage capacity of 1000 gp worth of specific substance or ingredient. It takes one day of servicing for a properly trained assistant to empty the storage without spoilage, loss, or damage to the alchemicow internal construction or the assistant.


Alchemicows are animate, autonomous alchemical laboratories that harvests and processes specific substance on their own, made in the shape and size of a metal cows. They are tough enough to be able to repel misguided predators and unprepared thieves, though they might need protection against bigger monsters, raiders, and specialized bandits.

Alchemical goat (CR 2) is a more compact, cheaper, and less efficient variant that can be used in places where bulky alchemicow could not fit. It is Small with 14 AC, 21 hp, Ref +2, Atk gore +3 (2d4), Str 10, Dex 14, CMB +1, CMD 13 (17 vs. trip). Its alchemical breath deals 2d6 points of damage and has saving throw DC of 13. It accumulates 1 gp worth of processed product and can store up to 10 gp worth of bounty. Spindlesheeps have the same statistics but instead of producing alchemical ingredients, they harvest and process fibrous plant matter into threads that can be used in weaving and other crafts.


Constructing Alchemicow
Requires elements from alchemical laboratory worth 500 gp fitted inside a shell of iron and brass.
CL 12th; Price 8,500 gp (2,250 gp for alchemical goats and spindlesheeps)
Requirements Craft Construct, beast shape IIfabricategeas/quest, ; Skill Craft (alchemy) DC 25; Cost 4,500 gp (1,250 gp for alchemical goats and spindlesheeps).


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