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thecreaturecodex · 2 years
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Electrohedron
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Image © Asterion Press, by Elisa Ferrotto.
[Commissioned by @justicegundam82, from Nephandum: Creatures of Terror, a 3rd party D&D 3.5 bestiary written in Italian. It’s somewhat reassuring to see that the three way struggle between author, art director and artist is found in Italian publishing as well. The text says that the electrohedron just touches people to shock them, but the artist gave it big scary spikes. And it’s supposedly made out of electrum, but the metal in the picture is decidedly not golden in hue.]
Electrohedron CR 8 N Construct This floating object is an eight-sided prism made out of silvery metal. A sharp spike rises from each of its vertices, and it spins in place as it hovers. Runic symbols cover all of its sides, and visible bolts of electricity crackle across its surfaces.
An electrohedron is a small, mobile construct designed with sadism in mind. They generate painful electrical shocks, and their magnetic abilities render foes using metal weapons at a significant disadvantage. They are small enough to patrol narrow corridors and maneuverable enough to fly up and down staircases and pits. If not instructed otherwise, the primary tactic of an electrohedron is to set itself up above a group of enemies and rain electrical bolts down on them. The primary weakness of an electrohedron is water, which causes them to short out and damage themselves.
Creating an Electrohedron An electrohedron is built around an iron core, which spins rapidly as the creature moves to generate electricity. Its outer surface is constructed out of 100 pounds of silver, worth 500 gp. This silver can be recovered from a dead electrohedron, unless it is slain through exposure to water, in which case the silver corrodes and becomes worthless slag. CL 10th; Price 32,500 gp Requirements Craft Construct, fly, lesser geas, shocking grasp, telekinesis, creator must be at least caster level 10th; Skill Craft (metallurgy) DC 17; Cost 16,500 gp.
Electrohedron   CR 8 XP 4,800 N Small construct Init +5; Senses all-around vision, darkvision 60 ft., Perception +0 Defense AC 21, touch 16, flat-footed 15 (+1 size, +5 Dex, +5 natural) hp 76 (12d10+10) Fort +4, Ref +9, Will +4 DR 5/adamantine; Immune construct traits, electricity Defensive Abilities electric body, magnetism; Weakness vulnerable to water Offense Speed fly 30 ft. (perfect) Melee gore +13 (1d6 plus 1d6 electricity) Ranged 2 electric bolts +17 touch (4d6 electricity) Statistics Str 10, Dex 20, Con -, Int -, Wis 11, Cha 1 Base Atk +12; CMB +16; CMD 26 Feats Agile Maneuvers (B) Skills Fly +15 Ecology Environment any land or underground Organization solitary, pair or flight (3-6) Treasure special (see above) Special Abilities Electric Body (Ex) Any creature touching an electrohedron with a natural weapon, touch attack or metallic weapon takes 1d6 electricty damage. Weapons with a wooden haft, such as a longspear or battleaxe, do not endanger a wielder in such a way. An electrohedron deals 1d6 points of damage with its natural weapons. Electric Bolt (Su) As a standard action, an electrohedron can fire two bolts of electricity. Treat these as ranged touch attacks with a range of 30 feet and no range increment. A creature struck by one of these bolts takes 4d6 points of electricity damage. Magnetism (Su) An electrohedron can alter its magnetism as an immediate action. It has three settings; attract, repel or neutral. If it is set to repel metal, it gains a +4 deflection bonus to Armor Class against metal weapons and metallic creatures, as well as to its CMD against enemies wearing metal armor and metallic creatures. When set to attract metal, it automatically attracts unattended metallic items weighing 50 pounds or less to its body, and makes a disarm attempt against all opponents within 5 feet that are carrying metal items. If it succeeds, the weapon or shield is stuck to the electrohedron’s body, and can only be removed with a DC 15 Strength check made as a standard action. Attempting to remove such an item may expose a creature to the electrohedron’s electric body. If the electrohedron sets itself to repel or neutral when it has metallic items stuck to it, the items fall to the ground. Vulnerable to Water (Ex) If an electrohedron is splashed with water, it takes 1d6 points of damage (no save). If immersed in water, it takes 10d6 points of damage per round. When an electrohedron takes damage in this fashion, it deals 1d6 points of electricity damage to all creatures adjacent to it (Reflex DC 16 negates). The save DC is Constitution based.
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