Battlewrought, Sieger
A hybrid of a bolthrower, a catapult, and a four-legged, armored giant, all composed of iron plates, timber logs, and stone blocks.
CR 14; XP 38,400
CN Huge Outsider (battlewrought, chaotic, extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +25
Defense
AC 29, touch 12, flat-footed 25 (+12 armor, +4 Dex, +5 natural, –2 size)
hp 211 (18d10+112); regeneration 10 (lawful)
Fort +17, Ref +17, Will +12
Defensive Abilities constructed, stability; DR 10/lawful; Resist acid 30, cold 30, electricity 30, fire 30
Offense
Speed 20 ft.
Melee 2 slams +23 (4d6+7)
Ranged heavy ballista +22 (4d8+1/17–20/×2), catapult +22 (6d6+1)
Space 15 ft.; Reach 15 ft.
Special Attacks barrage, exploding shell, natural siege weapons, piercing bolt, wall-breaker
Spell-Like Abilities (CL 18th, concentration +20)
Constant—magic siege engine, magic weapon
At will—make whole, true strike
3/day—quickened make whole, quickened true strike, summon (level 7, 6 bolter battlewrought, 3 grunt battlewrought or 1 charger battlewrought)
Statistics
Str 22, Dex 18, Con 18, Int 9, Wis 19, Cha 15
Base Atk +18; CMB +26; CMD 50 (54 vs. trip)
Feats Far Shot, Great Fortitude, Greater Vital Strike, Improved Critical Strike (heavy ballista), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Master Siege Engineer, Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability (make whole), Quicken Spell-Like Ability (true strike), Run, Siege Engineer, Target Of Opportunity, Vital Strike, Weapon Focus (catapult), Weapon Focus (heavy ballista)
Skills Intimidate +23, Knowledge (engineering) +20, Knowledge (planes) +20, Perception +25, Profession (soldier) +25
Language Abyssal, Celestial, Infernal; truespeech
Ecology
Environment any
Organization single or battery (2–4)
Treasure standard
Special Abilities
Barrage (Ex) As a full-round, a sieger can make up to a total of three attacks in any combination of ballista and catapult shots. Two of those attacks can be replaced by slam attacks.
Exploding Shells (Ex) A sieger's catapult fires shells that deal bludgeoning and slashing, acid, cold, or fire damage to creatures standing in the square hit and the adjacent squares. The choice of damage type is made when the shot is fired. Alternatively, a catapult shell can spread paint or smoke over the targeted square and adjacent squares. The paint acts like glitterdust and the smoke acts like fog cloud, both with 1 minute duration.
Natural Siege Weapons (Ex) A sieger does not provoke attacks of opportunity when firing its ranged weapons. Their reloading and aiming takes a free action. A sieger creates its own projectiles and they crumble into dust after 24 hours.
Piercing Bolts (Ex) A sieger's ballista fires bolts that deal piercing damage and can hit multiple targets in a line. A separate attack roll is made against each target in line, starting with the nearest until an attack roll misses, the bolt fails to penetrate hardness or DR, or the maximum range is reached.
Stability (Ex) A sieger gains +10 racial bonus to CMD.
Wall-Breaker (Ex) A sieger attacks do not halve their damage against objects, and deal maximum possible damage to non-magical objects. A sieger also gains +10 bonus to Strength checks made to break objects.
Siegers are living siege engines of the battlewrought legions. They rain destruction wherever their battlewrought kin calls them to, with little discrimination for friend or foe.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
Blog dedicated to Fantasy, SF, roleplaying games, writing, and occasional creative hijinks by Drejk.
Showing posts with label Battlewrought. Show all posts
Showing posts with label Battlewrought. Show all posts
2017-01-22
Monster: Sieger Battlewrought
2016-01-31
Monster: Centurion Battlewrought
Battlewrought, Centurion
A massive anthropomorphic figure made of mismatched pieces of plate armors and seemingly random parts of siege machines. It wields a big scimitar in the right hand while its left arm seems to be a complex bolt-throwing mechanism. Its head resembles a helmet made of solid plates with a red-glowing visor slit instead of eyes.
CR 11; XP 12,800
CN Large Outsider (battlewrought, chaotic, extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
Aura forever war
Defense
AC 25, touch 12, flat-footed 22 (+9 armor, +3 Dex, +4 shield, –1 size)
hp 144 (12d10+78); regeneration 10 (lawful)
Fort +12, Ref +11, Will +10
Defensive Abilities constructed; DR 10/lawful; Resist cold 20, electricity 20, fire 20
Offense
Speed 40 ft.
Melee scimitar +19/+14/+9 (2d6+9, 15-20/x2)
Ranged heavy repeater crossbow +16/+11/+6 (3d8+3, 19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks final solution, tides of battle
Spell-Like Abilities (CL 15th, concentration +19)
Constant—gravity bow, lead blades, magic weapon, shield
At will—feather fall, telekinetic charge, true strike
3/day—quickened haste, summon (level 7, 6 bolter battlewrought, 3 grunt battlewrought or 1 charger battlewrought), wall of stone
Statistics
Str 22, Dex 16, Con 18, Int 19, Wis 19, Cha 19
Base Atk +12; CMB +19; CMD 32
Feats Combat Reflexes, Dirty Fighting, Furious Focus, Improved Critical (scimitar), Improved Initiative, Iron Will, Penetrating Strike, Power Attack, Quicken Spell-like Ability (haste), Weapon Focus (heavy repeater crossbow), Weapon Focus (scimitar), Weapon Specialization (heavy repeater crossbow), Weapon Specialization (scimitar)
Skills Bluff +19, Intimidate +19, Knowledge (arcana) +16, Knowledge (engineering) +19, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (planes) +19, Perception +19, Profession (soldier) +19, Sense Motive +19
Language Abyssal, Celestial, Infernal; truespeech
SQ enemy at the gates
Ecology
Environment any
Organization single or pair, often leading numerous forces of lesser battlewrought
Treasure standard
Special Abilities
Enemy At The Gates (Sp): A centurion battlewrought can spend 10 minutes creating a magical portal in the shape of a vertical curtain of shimmering energy, 30-ft wide and 20-ft high. It acts like teleportation circle, but the passage is restricted to creatures with battlewrought subtype and the effect lasts for as long as the centurion concentrates.
Final Solution (Ex): As a merciless machine of war, a centurion battlewrought can make a coup d'grace as a standard action that does not provokes attacks of opportunity. A coup d'grace from a centurion battlewrought suppresses regeneration ability for 1 round, except for regeneration that requires epic effects to be stopped.
Forever War (Su): A mere presence of a centurion battlewrought disturbs peace and incites conflict within 100 feet. All ability and skill checks made to calm, promote peace, or diffuse violence suffer a –4 penalty. All the saving throws against effects that would promote peace, or clam the combatants, or would prevent or end violence (such as sanctuary or calm emotions) are made with a +4 bonus.
Tides Of Battle (Su): A centurion battlewrought can take a free action to alter the flow of battle with a well placed command three times per day. Either all the battlewrought within 100 feet can move as an immediate action or all the battlewrought within 100 feet gain 5 temporary hit points per HD.
Centurions are the commanders of the battlewrought. Callous and cunning, centurion battlewrought exist to wage wars, often by any means necessary. The cause, the costs, the participants are irrelevant, as long as there is war, though individual centurions might differ at exact tactical and operational approach—some may even seem to care for the costs and loses, but it is a matter of logistics, not morals, for one cannot wage war without soldiers. Other centurions are ruthlessly sacrificing available troops knowing there will always be reinforcements, sooner or later.
Centurions battlewroughts are sometimes conjured to serve as military advisers and commanders, tasks they perform gladly as long as it allows them to direct events to provoke more wars or to put oneself in challenging circumstances, like defending seemingly indefensible city from an incoming invasion.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
A massive anthropomorphic figure made of mismatched pieces of plate armors and seemingly random parts of siege machines. It wields a big scimitar in the right hand while its left arm seems to be a complex bolt-throwing mechanism. Its head resembles a helmet made of solid plates with a red-glowing visor slit instead of eyes.
CR 11; XP 12,800
CN Large Outsider (battlewrought, chaotic, extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
Aura forever war
Defense
AC 25, touch 12, flat-footed 22 (+9 armor, +3 Dex, +4 shield, –1 size)
hp 144 (12d10+78); regeneration 10 (lawful)
Fort +12, Ref +11, Will +10
Defensive Abilities constructed; DR 10/lawful; Resist cold 20, electricity 20, fire 20
Offense
Speed 40 ft.
Melee scimitar +19/+14/+9 (2d6+9, 15-20/x2)
Ranged heavy repeater crossbow +16/+11/+6 (3d8+3, 19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks final solution, tides of battle
Spell-Like Abilities (CL 15th, concentration +19)
Constant—gravity bow, lead blades, magic weapon, shield
At will—feather fall, telekinetic charge, true strike
3/day—quickened haste, summon (level 7, 6 bolter battlewrought, 3 grunt battlewrought or 1 charger battlewrought), wall of stone
Statistics
Str 22, Dex 16, Con 18, Int 19, Wis 19, Cha 19
Base Atk +12; CMB +19; CMD 32
Feats Combat Reflexes, Dirty Fighting, Furious Focus, Improved Critical (scimitar), Improved Initiative, Iron Will, Penetrating Strike, Power Attack, Quicken Spell-like Ability (haste), Weapon Focus (heavy repeater crossbow), Weapon Focus (scimitar), Weapon Specialization (heavy repeater crossbow), Weapon Specialization (scimitar)
Skills Bluff +19, Intimidate +19, Knowledge (arcana) +16, Knowledge (engineering) +19, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (planes) +19, Perception +19, Profession (soldier) +19, Sense Motive +19
Language Abyssal, Celestial, Infernal; truespeech
SQ enemy at the gates
Ecology
Environment any
Organization single or pair, often leading numerous forces of lesser battlewrought
Treasure standard
Special Abilities
Enemy At The Gates (Sp): A centurion battlewrought can spend 10 minutes creating a magical portal in the shape of a vertical curtain of shimmering energy, 30-ft wide and 20-ft high. It acts like teleportation circle, but the passage is restricted to creatures with battlewrought subtype and the effect lasts for as long as the centurion concentrates.
Final Solution (Ex): As a merciless machine of war, a centurion battlewrought can make a coup d'grace as a standard action that does not provokes attacks of opportunity. A coup d'grace from a centurion battlewrought suppresses regeneration ability for 1 round, except for regeneration that requires epic effects to be stopped.
Forever War (Su): A mere presence of a centurion battlewrought disturbs peace and incites conflict within 100 feet. All ability and skill checks made to calm, promote peace, or diffuse violence suffer a –4 penalty. All the saving throws against effects that would promote peace, or clam the combatants, or would prevent or end violence (such as sanctuary or calm emotions) are made with a +4 bonus.
Tides Of Battle (Su): A centurion battlewrought can take a free action to alter the flow of battle with a well placed command three times per day. Either all the battlewrought within 100 feet can move as an immediate action or all the battlewrought within 100 feet gain 5 temporary hit points per HD.
Centurions are the commanders of the battlewrought. Callous and cunning, centurion battlewrought exist to wage wars, often by any means necessary. The cause, the costs, the participants are irrelevant, as long as there is war, though individual centurions might differ at exact tactical and operational approach—some may even seem to care for the costs and loses, but it is a matter of logistics, not morals, for one cannot wage war without soldiers. Other centurions are ruthlessly sacrificing available troops knowing there will always be reinforcements, sooner or later.
Centurions battlewroughts are sometimes conjured to serve as military advisers and commanders, tasks they perform gladly as long as it allows them to direct events to provoke more wars or to put oneself in challenging circumstances, like defending seemingly indefensible city from an incoming invasion.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
2016-01-02
Monster: Charger Battlewrought
Battlewrought, Charger
A fusion of a rider and its steed, all clad in blackened, battered, spiked armors.
CR 8; XP 4,800
CN Large Outsider (battlewrought, chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, +2 shield, –1 size)
hp 105 (10d10+50); regeneration 10 (cold iron or lawful)
Fort +11, Ref +10, Will +7
Defensive Abilities constructed; DR 5/adamantine or lawful; Resist cold 10, electricity 10, fire 10
Weakness rust vulnerability
Offense
Speed 50 ft.
Melee lance +15/+10 (2d6+5, 19-20/x3), bite +9 (1d6+2) and 2 hooves +9 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks crushing charge, victorious prance
Spell-Like Abilities (CL 10th, concentration +11)
Constant—air walk, lead blades
1/day—summon (level 5, 3 bolter battlewrought or 1 grunt battlewrought)
Statistics
Str 20, Dex 12, Con 14, Int 11, Wis 15, Cha 13
Base Atk +10; CMB +16; CMD 27 (31 vs trip or overrun)
Feats Critical Focus, Great Fortitude, Improved Critical (lance), Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Weapon Focus (lance)
Skills Acrobatics +14 (+22 while jumping), Intimidate +14, Knowledge (engineering) +13, Perception +15, Profession (soldier) +15, Ride +17
Language Abyssal, Celestial, Infernal; truespeech
SQ monstrous cavalry, undersized weapon
Ecology
Environment any
Organization single, pair or a band (3-12)
Treasure standard
Special Abilities
Crushing Charge (Ex): A charger battlewrought can attempt a free bull-rush or overrun attempt without provoking attack of opportunity after a successful charge attack.
Monstrous Cavalry (Ex): Despite being a single creature, a charger battlewrought counts as both the mount and the rider when that would be beneficial to it.
Rust Vulnerability: A charger affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Victorious Prance (Ex): When a charger drops an enemy below 0 hit points, it can rear triumphantly as an immediate action. The charger can make two hoof attacks against enemies in reach, and until end of the following turn, its speed increases by 10 feet.
Chargers are the cavalry of the battlewrought legions. A union of the mount and the rider, fused into the singular machine of war, they do little else except roaming the battlefield and charging their opponents. Like all battlewrought, they are only interested in war, but whereas grunts appear to be uniformly taciturn stoics, the chargers are divided between equally silent lancers and boastful and temperamental cavaliers. Both kinds of chargers are willing to roam the fields in search of opponents, but when called they will participate in crushing heavy cavalry charges as well.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
A fusion of a rider and its steed, all clad in blackened, battered, spiked armors.
CR 8; XP 4,800
CN Large Outsider (battlewrought, chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, +2 shield, –1 size)
hp 105 (10d10+50); regeneration 10 (cold iron or lawful)
Fort +11, Ref +10, Will +7
Defensive Abilities constructed; DR 5/adamantine or lawful; Resist cold 10, electricity 10, fire 10
Weakness rust vulnerability
Offense
Speed 50 ft.
Melee lance +15/+10 (2d6+5, 19-20/x3), bite +9 (1d6+2) and 2 hooves +9 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks crushing charge, victorious prance
Spell-Like Abilities (CL 10th, concentration +11)
Constant—air walk, lead blades
1/day—summon (level 5, 3 bolter battlewrought or 1 grunt battlewrought)
Statistics
Str 20, Dex 12, Con 14, Int 11, Wis 15, Cha 13
Base Atk +10; CMB +16; CMD 27 (31 vs trip or overrun)
Feats Critical Focus, Great Fortitude, Improved Critical (lance), Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Weapon Focus (lance)
Skills Acrobatics +14 (+22 while jumping), Intimidate +14, Knowledge (engineering) +13, Perception +15, Profession (soldier) +15, Ride +17
Language Abyssal, Celestial, Infernal; truespeech
SQ monstrous cavalry, undersized weapon
Ecology
Environment any
Organization single, pair or a band (3-12)
Treasure standard
Special Abilities
Crushing Charge (Ex): A charger battlewrought can attempt a free bull-rush or overrun attempt without provoking attack of opportunity after a successful charge attack.
Monstrous Cavalry (Ex): Despite being a single creature, a charger battlewrought counts as both the mount and the rider when that would be beneficial to it.
Rust Vulnerability: A charger affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Victorious Prance (Ex): When a charger drops an enemy below 0 hit points, it can rear triumphantly as an immediate action. The charger can make two hoof attacks against enemies in reach, and until end of the following turn, its speed increases by 10 feet.
Chargers are the cavalry of the battlewrought legions. A union of the mount and the rider, fused into the singular machine of war, they do little else except roaming the battlefield and charging their opponents. Like all battlewrought, they are only interested in war, but whereas grunts appear to be uniformly taciturn stoics, the chargers are divided between equally silent lancers and boastful and temperamental cavaliers. Both kinds of chargers are willing to roam the fields in search of opponents, but when called they will participate in crushing heavy cavalry charges as well.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
2016-01-01
Monster: Grunt Battlewrought
Battlewrought, Grunt
A short and stocky figure clad in battered spiked half-plate without a discernible head wields a wicked halberd.
CR 5; XP 1,600
CN Medium Outsider (battlewrought, chaotic, extraplanar)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 52 (5d10+25); regeneration 5 (cold iron or lawful)
Fort +7, Ref +4, Will +4
Defensive Abilities constructed, immovable; DR 5/adamantine or lawful; Resist cold 10, electricity 10, fire 10
Weakness rust vulnerability
Offense
Speed 20 ft.
Melee halberd +10 (2d8+6, x3) or armor spikes +9 (1d6+4)
Special Attack victorious charge
Spell-Like Abilities (CL 5th, concentration +4)
Constant—lead blades
At will—expeditious excavation
1/day—summon (level 3, 1 bolter battlewrought)
Statistics
Str 18, Dex 10, Con 12, Int 9, Wis 13, Cha 9
Base Atk +5; CMB +9; CMD 23
Feats Dirty Fighting, Furious Focus, Great Fortitude, Iron Will, Power Attack, Weapon Focus (halberd)
Skills Climb +6, Intimidate +8, Knowledge (engineering) +7, Perception +9, Profession (soldier) +9
Language Abyssal, Celestial, Infernal; truespeech
Ecology
Environment any
Organization a pair or a band (3-12)
Treasure standard
Special Abilities
Immovable (Ex): A battlwrought grunt has a +4 racial bonus to CMD. It also gains a +4 racial bonus to saving throw against effects that would knock down or move it against its will.
Rust Vulnerability: A grunt affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Victorious Charge (Ex): When a battlewrought grunt drops an enemy below 0 hit points, it can charge as an immediate action, even if it already charged on its turn.
Grunts are the core of the battlewrought troops—stubborn, relentless, faceless figures devoid of individual personality, desires, fears, or hate. They are taciturn, speaking only when it is absolutely needed—responding to orders or reporting to superiors.
Many conjurers, commanders, and planewalkers mistook that stoic facade for a sign of ordered mind. While battlewrought grunts are perfectly capable of fighting in ranks, following orders, and using tactics, they are chaos of war made corporeal, willing to battle anyone, anywhere, anytime. They can change the side during the battle at their commander's whim (of if the commander fails to control the troops)without mercy or regard for their former comrades-at-arms.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
A short and stocky figure clad in battered spiked half-plate without a discernible head wields a wicked halberd.
CR 5; XP 1,600
CN Medium Outsider (battlewrought, chaotic, extraplanar)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 52 (5d10+25); regeneration 5 (cold iron or lawful)
Fort +7, Ref +4, Will +4
Defensive Abilities constructed, immovable; DR 5/adamantine or lawful; Resist cold 10, electricity 10, fire 10
Weakness rust vulnerability
Offense
Speed 20 ft.
Melee halberd +10 (2d8+6, x3) or armor spikes +9 (1d6+4)
Special Attack victorious charge
Spell-Like Abilities (CL 5th, concentration +4)
Constant—lead blades
At will—expeditious excavation
1/day—summon (level 3, 1 bolter battlewrought)
Statistics
Str 18, Dex 10, Con 12, Int 9, Wis 13, Cha 9
Base Atk +5; CMB +9; CMD 23
Feats Dirty Fighting, Furious Focus, Great Fortitude, Iron Will, Power Attack, Weapon Focus (halberd)
Skills Climb +6, Intimidate +8, Knowledge (engineering) +7, Perception +9, Profession (soldier) +9
Language Abyssal, Celestial, Infernal; truespeech
Ecology
Environment any
Organization a pair or a band (3-12)
Treasure standard
Special Abilities
Immovable (Ex): A battlwrought grunt has a +4 racial bonus to CMD. It also gains a +4 racial bonus to saving throw against effects that would knock down or move it against its will.
Rust Vulnerability: A grunt affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Victorious Charge (Ex): When a battlewrought grunt drops an enemy below 0 hit points, it can charge as an immediate action, even if it already charged on its turn.
Grunts are the core of the battlewrought troops—stubborn, relentless, faceless figures devoid of individual personality, desires, fears, or hate. They are taciturn, speaking only when it is absolutely needed—responding to orders or reporting to superiors.
Many conjurers, commanders, and planewalkers mistook that stoic facade for a sign of ordered mind. While battlewrought grunts are perfectly capable of fighting in ranks, following orders, and using tactics, they are chaos of war made corporeal, willing to battle anyone, anywhere, anytime. They can change the side during the battle at their commander's whim (of if the commander fails to control the troops)without mercy or regard for their former comrades-at-arms.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
2015-12-31
Monster: Bolter Battelwrought
Battlewrought, Bolter
A spidery contraption composed mostly of a heavy crossbow with segmented legs and a long flexible tail.
CR 2; XP 600
CN Small Outsider (battlewrought, chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21 (2d10+10); regeneration 2 (cold iron or lawful)
Fort +3, Ref +4, Will +1
Defensive Abilities constructed
Weakness rust vulnerability
Offense
Speed 40 ft., climb 20 ft.
Melee sting +4 (1d3+1)
Ranged heavy crossbow +4 (2d8, 19-20/x2)
Spell-Like Abilities (CL 1st, concentration +1)
Constant—abundant ammunition, gravity bow
3/day—true strike
Statistics
Str 13, Dex 13, Con 10, Int 7, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 13 (25 vs trip)
Feats Improved Initiative, Point-Blank Shot, Precise Shot
Skills Acrobatics +6, Climb +6, Perception +6, Stealth +10
Language does not speak but understands all spoken languages as per truespeech
SQ big weapon, reloading tail
Ecology
Environment any
Organization solitary, pair, or flock (3-14)
Treasure standard
Special Abilities
Big Weapon (Ex): A bolter is a living crossbow scaled for a Medium creature and deals damage accordingly, adjusted for its constant gravity bow spell-like ability.
Reloading Tail (Ex): A bolter's tail is flexible, strong, and semi-independent, being able to reload the heavy crossbow as a swift action.
Rust Vulnerability: A bolter affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Bolters are the least and the smallest of the battlewrought, little more than mobile self-firing crossbows composed of debris of thousands of wars across the universe. They serve as scouts and ranged support for battlewrought troops. Their intuitive grasp of tactics and matters of war is much better than their lowly overall Intelligence score would suggest and some of them develop curiosity bordering recklessness, while others prefer to wait hidden in ambush to scouting.
A bolter battlewrought can become a familiar of a non-pacifist character with Improved Familiar feat (requires 7th caster level). It can be also acquired as a 4th level cohort.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
A spidery contraption composed mostly of a heavy crossbow with segmented legs and a long flexible tail.
CR 2; XP 600
CN Small Outsider (battlewrought, chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21 (2d10+10); regeneration 2 (cold iron or lawful)
Fort +3, Ref +4, Will +1
Defensive Abilities constructed
Weakness rust vulnerability
Offense
Speed 40 ft., climb 20 ft.
Melee sting +4 (1d3+1)
Ranged heavy crossbow +4 (2d8, 19-20/x2)
Spell-Like Abilities (CL 1st, concentration +1)
Constant—abundant ammunition, gravity bow
3/day—true strike
Statistics
Str 13, Dex 13, Con 10, Int 7, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 13 (25 vs trip)
Feats Improved Initiative, Point-Blank Shot, Precise Shot
Skills Acrobatics +6, Climb +6, Perception +6, Stealth +10
Language does not speak but understands all spoken languages as per truespeech
SQ big weapon, reloading tail
Ecology
Environment any
Organization solitary, pair, or flock (3-14)
Treasure standard
Special Abilities
Big Weapon (Ex): A bolter is a living crossbow scaled for a Medium creature and deals damage accordingly, adjusted for its constant gravity bow spell-like ability.
Reloading Tail (Ex): A bolter's tail is flexible, strong, and semi-independent, being able to reload the heavy crossbow as a swift action.
Rust Vulnerability: A bolter affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Bolters are the least and the smallest of the battlewrought, little more than mobile self-firing crossbows composed of debris of thousands of wars across the universe. They serve as scouts and ranged support for battlewrought troops. Their intuitive grasp of tactics and matters of war is much better than their lowly overall Intelligence score would suggest and some of them develop curiosity bordering recklessness, while others prefer to wait hidden in ambush to scouting.
A bolter battlewrought can become a familiar of a non-pacifist character with Improved Familiar feat (requires 7th caster level). It can be also acquired as a 4th level cohort.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
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