Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
56<br />
Alignment: Usually neutral<br />
Advancement: 7–9 HD (Medium); 10–12 HD (Large)<br />
Level Adjustment: +3 (cohort)<br />
A strange green creature emerges, something of a cross between a great cat<br />
and a ferocious lizard. Its body is covered in scales except for small tus of<br />
hair around its shoulders and hindquarters. Its claws and fangs shine with<br />
a silver hue.<br />
Believed to have been mystically created and bred by the Church<br />
of Spiros shortly aer Vas’ near destruction by the Witch Lords,<br />
shelzeen are hunters of kav and arcane spellcasters. They are highly<br />
sought, with buyers willing to pay exorbitant amounts to acquire<br />
these beasts. The Dark Riders and witchfinders of Vas are both<br />
known to keep large kennels of shelzeen to aid in their hunts.<br />
Combat<br />
A shelzeen uses its tail to trip its foe before leaping upon it to tear<br />
with fangs and claws.<br />
Huge Construct<br />
Hit Dice: 20d10+30 (140 hp)<br />
Initiative: –2<br />
Speed: 20 . (4 squares; can’t run)<br />
Armor Class: 29 (–2 size, –2 Dex, +23 natural) touch 6, flat-footed 31<br />
Base Aack/Grapple: +14/+32<br />
Aack: Large greataxe +24 melee (3d6+13/19-20/x3), or slam +23<br />
melee (2d8+9); or sphere hurler +12 ranged (6d6)<br />
Full Aack: Large greataxe +24/+19/+14 melee (3d6+13/19-20/x3), or<br />
2 slams +23 melee (2d8+9); or 2 sphere hurlers +12 ranged (6d6)<br />
Space/Reach: 15 ./15 .<br />
Special Aacks: Breath weapon, sphere hurlers<br />
Special Qualities: Construct traits, damage reduction 5/adamantine,<br />
darkvision 60 ., limited regeneration, magic immunity, soul<br />
crystal<br />
Saves: Fort +7, Ref +4, Will +6<br />
Abilities: Str 28, Dex 7, Con –, Int 10*, Wis 8*, Cha 10*<br />
Skills: Listen +2, Spot +4, Speak Language (Ancient Dwarven)<br />
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush,<br />
Improved Critical (greataxe), Power Aack, Weapon Focus<br />
(greataxe)<br />
Environment: Any land<br />
Organization: Solitary or small company (2–5)<br />
Challenge Rating: 14<br />
Treasure: None<br />
Alignment: As the empowering dwarf soul<br />
Advancement: —<br />
Level Adjustment: —<br />
This 15-foot-tall metal construct has clunky gears working at its joints,<br />
protected by bulbous plates. The armored visor of the war golem’s head can<br />
rise up, revealing a mouth-like tube from which billowing flames spill forth.<br />
Built with the proportions of a dwarf, a war golem is about as<br />
broad in the shoulders as it is tall. Perhaps the most noticeable<br />
characteristic of the war golem, aside from its immense greataxe, is<br />
the large, multi-faceted, pulsating green crystal resting squarely in<br />
its torso, its foreboding green light echoed in the glow of its eyes.<br />
The enchanted crystal is the construct’s fuel source and its<br />
controlling intelligence, the gem containing the soul of a dwarf who<br />
dies during the golem’s construction. The ritual to infuse the crystal<br />
with a dwarven soul instills the best aspects of the volunteer’s<br />
Chapter Six: Monsters of the Archduchy<br />
Silvered Natural Weapons (Ex): A shelzeen’s claws and fangs<br />
are made of solid, durable silver. For the purpose of overcoming<br />
damage reduction, the shelzeen’s natural aacks count as silver.<br />
Tail Trip (Ex): Instead of using its tail to make a damaging aack,<br />
a shelzeen can opt to trip its foe with a +2 competence bonus to<br />
the trip aempt. If the aempt fails, the target doesn’t then get to<br />
try tripping the shelzeen if the laer has all four of its paws on the<br />
ground. If the trip succeeds, the shelzeen may make an immediate<br />
aack of opportunity with its bite aack.<br />
Limited Telepathy (Su): Shelzeen may communicate with<br />
telepathy, but only among themselves, allowing them to coordinate<br />
their aacks with deadly precision.<br />
Track Arcane (Su): Shelzeen have the benefit of an uncanny magical<br />
sense, allowing them to track by sensing the magical residue le by<br />
spellcasters or creatures with spell-like and supernatural abilities. When<br />
using the Track feat to follow one of these types of creatures, a shelzeen<br />
can move at half its normal speed without penalty, or up to twice its<br />
normal speed with only a –10 penalty. In addition, it gains a +6 racial<br />
bonus to Survival checks made to track these kinds of prey.<br />
War Golem<br />
personality into the machine: his loyalty, courage, and devotion<br />
to his people. Thus those chosen to animate war golems are oen<br />
heroic warriors in their twilight years, although in times of great<br />
peril dwarves who are still in the prime of their lives have also been<br />
selected.<br />
Unfortunately, the ritual strips away the dwarf’s memories,<br />
leaving the controlling intelligence of the war golem with a base<br />
personality capable of doing as it is told for the defense of its people<br />
but not much else. There are, however, unconfirmed tales of war<br />
golems who regained their lost memories and personality, in part,<br />
or entirely.<br />
When not needed for the defense of their race, these powerful<br />
machines are oen sequestered, inert, in vaulted armories or other<br />
hiding places until needed. Sometimes great tragedies wipe out<br />
entire cities and strongholds before the war golems can be awakened<br />
and called to arms, leaving them in their unknowing slumber until<br />
someone unwiingly wakes them.<br />
Combat<br />
A war golem fights intelligently, surging forward to engage in melee,<br />
pretending to be an unthinking machine. When its opponents are<br />
suitably fooled, it unleashes its breath weapon, and against those<br />
who survive, it chops with its enormous weapon or pummels with<br />
its sphere hurlers.<br />
Breath Weapon (Su): A war golem can breath a 25-foot cone of<br />
fire, up to three times per day, dealing 10d10 points of fire damage.<br />
Reflex DC 20 halves. The save DC is Constitution-based.<br />
Sphere Hurlers (Su): On each side of the golem’s chest, mounted<br />
on the large shoulder plates, are 3-inch diameter iron spheres half<br />
buried in the construct’s armor. Every four rounds the golem can fire<br />
one or both spheres with a thunderous, smoking boom. The spheres<br />
have a 10-foot range increment, and count as magical and adamantine<br />
weapons for the purposes of overcoming damage reduction.<br />
If a sphere reduces a target to 0 or lower hit points, the sphere<br />
continues on its path to aack any targets in a line from the war<br />
golem, beyond the initial victim. The sphere continues until it misses<br />
or does not reduce a target to 0 hit points. Each aack aer the first<br />
takes a –5 penalty to the aack roll, in addition to any range penalties.<br />
Limited Regeneration (Su): A mending spell repairs 1 point of<br />
damage to either the metal form or soul crystal for every three<br />
levels of its caster. A make whole spell repairs 2d6 points of damage.