User:RavynousHunter/Reign/Denizens

Machine Infantry
Medium-sized Construct

Hit Dice: 15d10+45 (127 hp)

Initiative: +6 (+4 Dex, +2 Improved Initiative)

Speed: 30 ft

Armor Class: 26 (+4 Dex, +12 natural), touch 14, flat-footed 22

Base Attack/Grapple: +15/+23

Attack: +2 Longsword +23 melee (1d8+12 slashing)

Space/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Psionic strike (3/day)

Special Qualities: Machine traits, damage reduction 10/-, darkvision 60 ft, low-light vision, Machine Hive-mind

Saves: Fort +10, Ref +6, Will +2

Abilities: Str 26, Dex 18, Con 16, Int 12, Wis 10+0, Cha 6

Skills: Use Magic Device +2, Jump +10, Listen +6, Spot +8, Search +10

Feats: Improved Initiative, Power Attack, Cleave

Environment: Any

Organization: Retinue (3-5), Regiment (6-12), Company (13-24), Force (25-50), Legion (51-74), or Army (75+)

Challenge Rating: 15

Treasure: Minimal (+2 Longsword and various parts)

Alignment: Any (by controller) or any non-Chaotic


 * This strange construct is a recent creation of the Devil King Baphomet, they are constructs like none ever seen before in Gideon. The level of complexity seen in their design is insane, ranging from extremely fine clockworks to quick, responsive, and powerful hydraulics.  They are resemble Humans in overall design, but the similarities stop there.  They are faster, stronger, and smarter than even the most advanced Gnomish golem.  They are powered by souls who wind up in Nessus, the Ninth Hell; the souls have all memories and individuality erased leaving them in a completely blank state, ready to accept any new programming they are given.  Baphomet's reprogramming has left them the perfect army: strong, fast, intelligent, and most importantly of all, obedient beyond question.  The reprogramming also leaves one other notable mark on the soul, it no longer has any individual will, all actions are dictated by what is frequently referred to as the Hive-mind.  Machines (most notably the Infantry) are rarely seen alone, they are almost invariably with at least one or two more of their own kind, at the very least.


 * They were first discovered during the time of the Three, when Baphomet intended to use them to dominate all of Gideon. While most remnants of that army are now free individuals who have usurped their original programming and become full citizens, there are still some who are part of the Hive-mind and work to establish machine dominance after the final destruction of their master.

Combat

 * Machines never attack solo, if threatened or determines an attack is a necessary course of action, it will send a call to any available Machines to aid it in its assault. They pick their targets based on several factors, size, apparent physical prowess, known and possible magical and/or psionic powers, number of targets, and relative importance of the target to the whole.  They will generally attack the strongest first, so Barbarians, Fighters, and Paladins should be careful, as they will attack them first, and en masse.  Wizards, Sorcerers, and Psions should also be careful, as some Machines will come for them to take care of any offensive support.


 * Psionic strike: Three times per day, a Machine Infantry unit can attempt a psionic strike against any one foe that deals 2d8+2 damage. A successful Will save (DC 16) negates this effect, the DC for the Will save is Intelligence-based.  Any person who possesses levels in a psionic class (such as Psion) gets a +2 competence bonus to their save.
 * Machine Hive-mind: All Machines who are linked to the Hive-mind cannot think for themselves; all actions are dictated by the will of the collective. When one member makes a Will save, they get a +1 circumstance bonus to that save for each Machine within 60 feet.
 * Machine traits: While technically constructs, Machines possess many unique features found in any other construct, however, this comes with some caveats. They aren't immune to critical hits as other constructs are.  If any one Machine within 60 feet of another who would normally be susceptible to a sneak attack has a line of sight to the attacker, the attacker cannot score a sneak attack.  When a Machine makes a Spot, Listen, or Search check, it gets a +1 competence bonus to the check for each Machine within 60 feet.

Machine Mutant
Huge Construct

Hit Dice: 22d12+176 (319 hp)

Initiative: +0 (-2 Size, +2 Improved Initiative)

Speed: 30 ft

Armor Class: 32 (-2 size, +24 natural), 8 touch, 32 flat-footed

Base Attack/Grapple: +22/+44

Attack: Slam +42 melee (3d8+40 bludgeoning)

Space/Reach: 10 ft by 10 ft/10 ft

Special Attacks: none

Special Qualities: Machine traits, damage reduction 20/-, darkvision 60 ft, low-light vision, Machine Hive-mind, SR 21

Saves: Fort +20, Ref +4, Will +6

Abilities: Str 50, Dex 10, Con 26, Int 10, Wis 8, Cha 4

Skills: Intimidate +15

Feats: Improved Initiative, Power Attack, Cleave, Great Cleave, Great Fortitude

Environment: Any

Organization: Solitary, Pair, or Trio

Challenge Rating: 25

Treasure: None

Alignment: Any (by controller) or any Chaotic


 * This frightening behemoth is the largest and most brutal of Baphomet's Machine forces. They are to the Machines what a Half-Orc Barbarian is to an adventuring party, they are the embodiment of physical might and destructive power.  It's almost exclusively fashioned from Shadestone, a very rare and nigh-impenetrable metal primarily found in Stygia, realm of Levistus; this along with its monstrous construction grants it more than its fair share of both mundane and magical resistances and makes it an extremely formidable foe.  Due to its humongous proportions, it is the only Machine seen most commonly without the company of its compatriots (though it barely needs it).  Mutants were called in by Baphomet to destroy entire cities and as gate-wardens to his tower in Nessus.  Do not face these foes without proper weapons, as you may not live to regret it.

Combat

 * There are no special tactics used by these monsters; they simply wade into battle and kill the first thing they see. Then they kill the next thing they see...  then the next...  and the next one after that...

Hatebred Ghoul
Medium-sized Undead

Hit Dice: 12d12+24 (102 hp)

Initiative: +7

Speed: 40 ft.

Armor Class: 22 (+7 Dex, +15 natural), 17 touch, 25 flat-footed

Base Attack/Grapple: +15/+19

Attack: Bite +19 melee (1d10+4 piercing plus paralysis), slash +19 melee (1d10+8 slashing)

Space/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Paralyzing touch, ghoul fever, aura of fear, aura of evil, rage 5/day

Special Qualities: Undead traits, darkvision 60 ft, low-light vision

Saves: Fort +4, Ref +15, Will +3

Abilities: Str 19, Dex 24, Con --, Int 14, Wis 8, Cha 6

Skills: none

Feats: none

Environment: Any

Organization: Solitary or Pair

Challenge Rating: 14

Treasure: None

Alignment: Usually chaotic evil


 * The souls of those who died with extreme hate in their hearts will sometimes rise as fearsome undead who seek to destroy every living thing in their wake. They are very capable at killing, being faster and stronger than your average zombie, and possessing powerful auras of fear and evil.  While they may seem like mindless monsters, they possess an above-average intellect that helps them asses the weakest links of a group and kill them quickly.  They stand as tall as they did when they were alive, albeit without the usual slump found in regular undead, and are covered in festering wounds which cause the creature to positively reek of death and decay.  Do not underestimate these abominations, as doing so might just lead to an early grave.

Combat
A Hatebred Ghoul will almost invariably attack the physically weakest member of a group; usually Wizards and Sorcerers, although Bards are also chosen from time to time. If it takes damage equaling roughly 20% of it's maximum health or it finds its original killer, it will immediately fly into a fit of rage; if it finds its original killer, it will attempt to kill them above all else.


 * Paralyzing touch: As a normal Ghoul (see Monster Manual).
 * Ghoul Fever: As a normal Ghoul (see Monster Manual).
 * Aura of Fear: This creature is shrouded in an aura of hatred so powerful that it strikes fear into the hearts of any who behold it. Any creature within 60 feet of a Hatebred Ghoul must make a Will save (DC 16) or become frightened for 1d6+1 rounds.  Paladins of 10th level or higher and creatures that possess an aura of fear unto themselves are exempt from this save.  After being exposed to this aura, a creature is immune to it for 24 hours afterward, even if it has failed its save.
 * Aura of Evil: This creature is enveloped in a pervasive aura of evil. Any creature within 90 feet of a Hatebred Ghoul feel a sense of dread; at 60 feet, the air around them becomes hellishly hot and they begin to hear disembodied, hate-filled screams.
 * Rage: Five times per day, a Hatebred Ghoul may fly into a fit of rage. This rage acts as a Barbarian's Greater Rage class feature, without the accompanying fatigue (as undead don't feel fatigue).