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[3.5] Miniature Golems

Game design for the d20 system

[3.5] Miniature Golems

Postby Vaynor » Sat Nov 20, 2010 4:41 pm

Miniature Golems

Miniature golems are small, roughly hewn golems that artisans and apprentice wizards make. They are mostly crafted for practice by young spellcasters, but many use them for defense, profit, and manual labor. Some can even perform detailed craftwork. Miniature golems are made with extremely rough materials, usually found in the general vicinity of the creator. Miniature golems are usually about 0.5-1.5 feet tall.

Mastery of miniature golems may be transferred at any time to any intelligent, corporeal humanoid with a full round action. The new master must be within 5 feet.

Miniature Golems as Familiars

The character may gain a miniature golem as a familiar in the same way that he gains a normal familiar, except the golem must be created by himself. The miniature golem acts in the same way as a normal familiar, gaining special abilities normally (except the miniature golem progresses as if its master were 1 level lower) except as noted here. The miniature golem's type does not change to magical beast. The miniature golem grants special abilities as noted in the table below, but does not grant the Alertness feat. The miniature golem may never speak with animals of its kind (or in this case, constructs of its kind). The miniature golem's hit point only change to reflect its masters if its base HP is lower than half of its master's total HP. The miniature golem may only use its master's skill ranks, and at a penalty of one half.

Miniature Golem Familiar Special Abilities
FamiliarSpecial
StonelingMaster gains 3 bonus hit points
InklingMaster gains a +3 bonus on Decipher Script checks
IronlingMaster gains a +2 bonus on skill checks related to metals
SticklingMaster gains a +3 bonus on Survival checks
SkinlingMaster gains a +2 bonus on Craft checks
GemlingMaster gains a +2 bonus on skill checks related to gems
StitchlingMaster gains a +3 bonus on Disguise checks
BonelingMaster gains a +3 bonus on Heal checks
MudlingMaster gains a +3 bonus on Knowledge (nature) checks
AshlingMaster gains a +2 bonus on Reflex saves
YarnlingMaster gains a +3 bonus on Move Silently checks
FlowerlingMaster gains a +1 bonus on Charisma-related skill checks


Stoneling
Stoneling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: 10 feet (2 squares)
Armor Class: 18 (+2 size, +1 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +0/-9
Attack: Stone flail +1 melee (1d4+1)
Full Attack: Stone flail +1 melee (1d4+1)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, damage reduction 2/magic, darkvision 60 ft., low-light vision, resistance to magic, stone crafted
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 12, Dex 13, Con —, Int —, Wis 8, Cha 11
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Stonelings are miniature golems made from small rocks. They are vaguely humanoid, and have no visible means of staying together other than magic. A stoneling has no hands, but instead has small stone flails. Stonelings are durable, but cannot accomplish much outside of combat.

Combat

Stonelings will only attack what their master commands, or continue following an order to attack if their master is not present.

Resistance To Magic (Ex): A stoneling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A shatter spell destroys a stoneling completely. If a mending spell is cast on the stoneling within 1d4 rounds, it may be reanimated with half hit points.

Stone Crafted (Ex): Three times per day, a stoneling may break apart its own body into its base components—rocks. The stoneling may remain in this state for as long as it needs to. When in this state, the stoneling is unrecognizable from normal stone. Breaking apart or putting itself back together is a full round action. If any of the stones used to craft the stoneling are moved more than 5 feet from the spot the stoneling broke apart, it must be crafted again.

Construction

A stoneling’s body is created from common rocks, weighing at least 5 pounds. The stone may be of any quality, and costs nothing as long as there is abundant stone in the area and the creator takes the time to find good pieces of rock for the project. Assembling the body requires a DC 8 Craft (sculpting) check or a DC 8 Craft (stonemasonry) check. Every 5 points the creator is above the DC, the stoneling gains an additional 1 HP. Every 10 points the creator is above the DC, the stoneling gains an additional +1 bonus to natural armor. If the creator's Craft check is 25 points over the required 8 (33 or more), the stoneling's CR increases to 1.

CL 1st; mending or magic stone, caster must be at least 1st level; Price 50 gp; Cost – gp + 75 XP.



Inkling
Inkling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 15 feet (3 squares)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: Paper sword -1 melee (1d4-3)
Full Attack: Paper sword -1 melee (1d4-3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Paper sword
Special Qualities: Construct traits, darkvision 60 ft., flammable, low-light vision, resistance to magic, scroll body
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 5, Dex 17, Con —, Int —, Wis 13, Cha 8
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

An inkling is crafted from pieces of parchment or scrolls. It has folded hands for menial tasks, such as turning pages or bringing books to its master. An inkling can read and understand one language, as chosen by its master upon creation.

Combat

Inklings will only attack what their master commands, or continue following an order to attack if their master is not present.

Flammable (Ex): An inkling is extremely vulnerable to fire. Upon being dealt any fire damage whatsoever, the inkling must succeed on a DC 10 Fortitude save or die (this only takes effect if the fire damage dealt is not enough to kill the inkling outright). Additionally, the inkling takes an additional +50% damage from fire.

Resistance To Magic (Ex): An inkling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A burning hands or produce flame spell affects the inkling normally.

An erase spell renders the inkling inert, but the base components are unaffected unless erase is cast again.

Paper Sword (Ex): An inkling may transform its hands into small paper swords. This requires a standard action to complete.

Scroll Body (Sp): An inkling may be made from a scroll instead of non-magical parchment. Add the cost of the scroll to the base cost of the inkling. The spell contained in the scroll can be up to level 1, and can never deal fire damage or have the fire descriptor. The inkling may use the spell contained in its body as a spell-like ability 1/day. The DC of the spell (if needed) is always 12. This save is Wisdom based. To determine the spell contained randomly, roll a d4 and consult the table below.

d4Result
1Level 0 Arcane
2Level 1 Arcane
3Level 0 Divine
4Level 1 Divine


Once the type of scroll is determined, consult the tables on this page (DMG pg. 239 and 241) to determine the spell. If the spell deals fire damage or has the fire descriptor, roll again.

Construction

A inkling’s body is created from a single piece of parchment. The parchment must be of good quality, and is included in the cost of creation. Assembling the body requires a DC 8 Craft (paper folding) check. Every 5 points the creator is above the DC, the inkling gains an additional 1 HP. Every 10 points the creator is above the DC, the inkling gains an additional +1 bonus to natural armor. If the creator's Craft check is 25 points over the required 8 (33 or more), the inkling's CR increases to 1.

CL 1st; mending, read magic, caster must be at least 1st level; Price 45 gp + scroll cost; Cost 1 gp + scroll + 75 XP.



Ironling
Ironling
Size/Type: Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: 10 feet (2 squares)
Armor Class: 19 (+2 size, +7 natural), touch 12, flat-footed 19
Base Attack/Grapple: +1/-5
Attack: Heavy mace +3 melee (1d4+2)
Full Attack: Heavy mace +3 melee (1d4+2)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, damage reduction 5/magic, darkvision 60 ft., iron crafted, low-light vision, resistance to magic
Saves: Fort +0, Ref 0, Will -1
Abilities: Str 14, Dex 11, Con —, Int —, Wis 9, Cha 8
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Ironlings are constructed from scrap pieces of metal. They are vaguely humanoid, and at the end of their arms nails are thrust through, creating a simple, spiked mace.

Combat

Ironlings, the most durable of the miniature golems, trust their design and forsake their own well-being, following orders even if it means their demise. However, this also means that they are often overly reckless.

Resistance To Magic (Ex): An ironling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A burning hands or produce flame spell heats the ironling for 1d4 rounds, granting it a +2 bonus on damage rolls. Additionally, the AC bonus of any non-metal armor the opponent is utilizing is effectively reduced by 1 for the duration of the effect.

Iron Crafted (Ex): Three times per day, an ironling may break apart its own body into its base components—metal scraps. The ironling may remain in this state for as long as it needs to. When in this state, the ironling is unrecognizable from normal metal. Breaking apart or putting itself back together is a full round action. If any of the metal used to craft the ironling is moved more than 5 feet from the spot the ironling broke apart, it must be crafted again.

Construction

Ironlings are crafted from scrap metal. This metal can be found or purchased (prices varying on the area purchased). Mostly, the metal is found in junkyards or in trash cans. Assembling the body requires a DC 8 Craft (metalworking) check. Every 5 points the creator is above the DC, the ironling gains an additional 1 HP. Every 10 points the creator is above the DC, the ironling gains an additional +1 bonus to natural armor. If the creator's Craft check is 25 points over the required 8 (33 or more), the ironling's CR increases to 1.5.

CL 2nd; mending or magic stone, caster must be at least 2nd level; Price 65 gp; Cost – gp + 75 XP.



Stickling
Stickling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 15 feet (3 squares)
Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +0/-8
Attack: Shortspear +1 melee (1d3+1) or shortspear +3 ranged (1d3+1)
Full Attack: Shortspear +1 melee (1d3+1) or shortspear +3 ranged (1d3+1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Shortspear
Special Qualities: Construct traits, darkvision 60 ft., goodberry, low-light vision, resistance to magic, vulnerability to fire, wood crafted
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 11, Dex 14, Con —, Int —, Wis 10, Cha 9
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

A stickling is made from sticks and leaves of any variety. The torso is generally crafted from a thicker branch, or multiple branches combined. Inside the torso is a hollow, containing magical berries. It wields a shortspear.

Combat

Sticklings prefer to attack while hidden, throwing their shortspears from hiding. If possible, the stickling will retreat to regain its cover if its opponent learns of its whereabouts.

Goodberry (Su): A stickling produces magical berries in a hollow area in its torso. These berries function as the goodberry spell, producing 1d4 goodberries every day. Each day, there is a 10% chance that half of the berries produces (rounded down) are bad. Bad berries, instead of healing 1 hit point will cause the creature to lose 1 hit point. Anyone who eats a bad berry must succeed on a DC 13 Fortitude save or spend their next round throwing up. This save is Dexterity based.

Resistance To Magic (Ex): A stickling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A burning hands or produce flame spell affects the stickling normally.

Shortspear (Ex): The stickling may produce up to 5 shortspears per day from its body. A shortspear may only be produced once every round, and they are appropriately sized for a Tiny creature. The stickling gains a +1 enhancement bonus on attack and damage rolls when using these shortspears. If anyone else wields them, the bonus is lost. Retrieving a new spear is a swift action. A stickling may produce more than 5 shortspears in one day, but each additional spear inflicts 1 point of damage to the stickling.

Wood Crafted (Ex): Three times per day, a stickling may break apart its own body into its base components—sticks and leaves. The stickling may remain in this state for as long as it needs to. When in this state, the stickling is unrecognizable from normal sticks and leaves. Breaking apart or putting itself back together is a full round action. If any of the wood used to craft the stickling is moved more than 5 feet from the spot the stickling broke apart, it must be crafted again. Additionally, the stickling gains a +8 racial bonus on Hide and Move Silently checks when in a wooded area at all times.

Construction

A stickling is crafted from sticks and leaves. These components need not be of any value, and may be easily collected from any tree or wooded area. Assembling the body requires a DC 8 Craft (woodcarving) check. Every 5 points the creator is above the DC, the stickling gains an additional 1 HP. Every 10 points the creator is above the DC, the stickling gains an additional +1 bonus to natural armor. If the creator's Craft check is 25 points over the required 8 (33 or more), the stickling's CR increases to 1.

CL 1st; magic weapon or magic fang or goodberry, caster must be at least 1st level; Price 55 gp; Cost – gp + 75 XP.



Skinling
Skinling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 10 feet (2 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Slam -2 melee (1d3-2)
Full Attack: Slam -2 melee (1d3-2) or knife -2 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aid, construct traits, darkvision 60 ft., low-light vision, resistance to magic
Saves: Fort +0, Ref +3, Will -1
Abilities: Str 7, Dex 16, Con —, Int —, Wis 8, Cha 9
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Skinlings are much more humanoid in design than their kin. They are made of stitched leather, and carry a small knife on their back for defense. Skinlings are the most articulate of their kind. Their hands are well defined and are able to be used for small, detailed work. They are mostly used as helpers for craftsmen and the like.

Combat

Skinlings are not built for combat, and only carry weapons for self defense if it is absolutely necessary.

Aid (Ex): The skinling may grant its master with an Aid Another bonus (of +1 as opposed to +2 as normal) without rolling.

Resistance to Magic (Ex): A skinling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance.

Spell-Like Abilities (Sp): A skinling is crafted with magical components to help it with various tasks. A skinling gains the following spell-like abilities: 3/day – detect magic, mending.

Construction

A skinling is crafted from scraps of leather. These components need not be of any value, and can be bought for minimal cost. Assembling the body requires a DC 8 Craft (leatherworking) check. Every 5 points the creator is above the DC, the skinling gains an additional 1 HP. Every 10 points the creator is above the DC, the skinling gains an additional +1 bonus to natural armor. If the creator's Craft check is 25 points over the required 8 (33 or more), the skinling's CR increases to 1.

CL 1st; mending, caster must be at least 1st level; Price 60 gp; Cost 10 gp + 75 XP.



Gemling
Gemling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: 10 feet (2 squares)
Armor Class: 17 (+2 size, +1 Dex, +4 natural), touch 13, flat-footed 16
Base Attack/Grapple: +0/-8
Attack: Gem sword +0 melee (1d4)
Full Attack: Gem sword +0 melee (1d4)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, damage reduction 3/magic, darkvision 60 ft., low-light vision, resistance to magic
Saves: Fort +0, Ref +1, Will -1
Abilities: Str 11, Dex 13, Con —, Int —, Wis 8, Cha 10
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Gemlings are constructed from semi-precious gemstones. Although the gems are not especially rare, gemlings are still made from a much more valuable material than most miniature golems. They are made from whatever gems the creator has on hand, and are assembled in a haphazard, humanoid form. They wield a crystalline sword for defense. Gemlings can also be made into a much sleeker, crafted form but it requires additional cost and effort.

Combat

Gemlings are usually the possessions of aristocrats and rich craftsmen, who prize them for their beauty. Gemlings are capable of defending themselves, and sometimes act as bodyguards. They are extremely aware of their master’s orders and follow them precisely.

Resistance to Magic (Ex): A gemling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A shatter spell affects a gemling normally, and will completely destroy it. If a mending spell is cast within 1d4 rounds, the gemling is revived with half hit points.

Construction

A gemling is crafted from semi-precious gems. The gems require a certain expenditure for materials, equaling 100 gp. Assembling the body requires a DC 8 Craft (gemcutting) check. Every 5 points the creator is above the DC, the gemling gains an additional 1 HP. Every 10 points the creator is above the DC, the gemling gains an additional +1 bonus to natural armor. If the creator's Craft check is 25 points over the required 8 (33 or more), the gemling's CR increases to 1.

CL 1st; mending, magic weapon, caster must be at least 1st level; Price 200 gp; Cost 150 gp + 75 XP.



Stitchling
Stitchling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 15 feet (3 squares); fly 10 feet (2 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Slam -1 melee (1d3-1 nonlethal)
Full Attack: Slam -1 melee (1d3-1 nonlethal)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, resistance to magic
Saves: Fort +0, Ref +3, Will -1
Abilities: Str 8, Dex 17, Con —, Int —, Wis 9, Cha 10
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Stitchlings are small sewn creatures, roughly crafted and stuffed. They have small cloth wings to allow them to fly, and have no obvious weapons. They look similar to cloth dolls, except for their obviously magical movement.

Combat

Stitchlings are not built for combat, but they will attempt to defend themselves with their slam attack if necessary.

Resistance To Magic (Ex): A stitchling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A burning hands or produce flame spell affects the stitchling normally.

Construction

A stitchling is constructed from cloth that is sewn together. The materials need not be expensive or of good quality, and cost the creator 1 gp. The materials are factored into the cost. Assembling the body requires a DC 8 Craft (clothing) check. Every 5 points the creator is above the DC, the stitchling gains an additional 1 HP. Every 10 points the creator is above the DC, the stitchling gains an additional +1 bonus to natural armor. If the creator's Craft check is 25 points over the required 8 (33 or more), the stitchling's CR increases to 1.

CL 1st; mending, caster must be at least 1st level; Price 50 gp; Cost 5 gp + 75 XP.



Boneling
Boneling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: 10 feet (2 squares)
Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 13, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Club -1 melee (1d3-1)
Full Attack: Club -1 melee (1d3-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, resistance to magic
Saves: Fort +0, Ref +1, Will -1
Abilities: Str 9, Dex 12, Con —, Int —, Wis 8, Cha 7
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Bonelings are crafted from leftover animal bones, and are usually put in the shape of a man, using a small animal skull as the head (that of a chicken or small bird is the most common). Bonelings carry a bone that they use as a club. Bonelings do not serve much purpose and are often used for simple tasks such as exterminating rats. They do not possess any hands or similar to hold objects except for their club, which is attached to their body.

Combat

The boneling will use its club in self defense or to carry out a task from its master, but is not terribly useful in combat.

Resistance to Magic (Ex): A boneling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A disrupt undead spell affects the boneling normally, despite not being undead.

Construction

A boneling is constructed from leftover animal bones that are either previously attached or connected with small straps of leather or string. The materials need not be expensive or of good quality, and cost the creator 1 cp. The materials are factored into the cost. Assembling the body requires a DC 8 Craft (any) check. Every 5 points the creator is above the DC, the boneling gains an additional 1 HP. Every 10 points the creator is above the DC, the boneling gains an additional +1 bonus to natural armor and its Strength score increases by 1. If the creator’s Craft check is 20 points or more above the required 8, the boneling’s CR increases to 1.

CL 1st; mending, caster must be at least 1st level; Price 15 gp; Cost 10 gp + 75 XP.



Mudling
Mudling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: 10 feet (2 squares); earth glide
Armor Class: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15
Base Attack/Grapple: +0/-9
Attack: Slam +1 melee (1d3+1)
Full Attack: Slam +1 melee (1d3+1)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, earth glide, made of mud, regeneration 1, resistance to electricity 5, resistance to magic
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 12, Dex 13, Con —, Int —, Wis 12, Cha 9
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

A mudling is made from exactly that—mud. Sculpted into a vaguely humanoid shape, mudlings are brutish and slow. However, the element of their construction affords them several unique advantages. The mudling has hands and can grip small objects.

Combat

Mudlings engaging in combat will go straight for their target, slamming into them repetitively until either their target or themselves are destroyed.

Earth Glide (Ex): A mudling can glide through damp earth as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on the area containing a mudling immediately flings it to the surface, destroying it.

Made of Mud (Ex): The mudling’s natural state is not far from that of its constructed form. As a move action, the mudling can dissolve into a puddle of mud, indistinguishable from ordinary mud except by some means of magic detection. Additionally, if it is touching damp earth, the mudling gains a +1 bonus on attack and damage rolls.

Small objects may be contained within the mudling, but any attack against it has a 10% chance of destroying the object (if the attack was capable of doing so).

Regeneration (Ex): The mudling’s form is of a liquid, allowing it to reform after attacks. Slashing weapons deal normal damage to a mudling. If a mudling loses a limb or body part, the lost portion regrows in 1d4 minutes. The mudling can reattach the severed member instantly by holding it to the stump.

Resistance to Magic (Ex): A skinling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A ray of frost or chill touch spell freezes the mudling, holding it in place for a number of rounds equal to the damage dealt by the spell.

Construction

A mudling is constructed from globs of wet mud that are sculpted into a roughly humanoid shape. The materials can be created by mixing dirt and water, and cost the creator nothing. The materials are factored into the cost. Assembling the body requires a DC 8 Craft (sculpting) check. Every 5 points the creator is above the DC, the mudling gains an additional 1 HP. Every 10 points the creator is above the DC, the mudling gains an additional +1 bonus to natural armor. If the creator’s Craft check is 25 points over the required 8 (33 or more), the mudling’s CR increases to 1.

CL 1st; mending, caster must be at least 1st level; Price 20 gp; Cost 5 gp + 75 XP.



Ashling
Ashling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 15 feet (3 squares); wind walk
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Slam -2 melee (1d3-2 nonlethal)
Full Attack: Slam -2 melee (1d3-2 nonlethal)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, DR 3/slashing, messenger, regeneration 1, resistance to magic, vulnerable to cold, wind walk
Saves: Fort +0, Ref +3, Will -1
Abilities: Str 7, Dex 16, Con —, Int —, Wis 9, Cha 10
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

An ashling is a construct created by animating a pile of fresh ash. An ashling is thin and wiry, vaguely humanoid and its only features are two glowing red eyes. Ashlings are nimble, quick, and hard to destroy. Their primary purpose is that of a messenger.

Combat

Ashlings are not very suitable for combat, but are quite hard to destroy. They tend to flee from combat unless given no other choice or ordered to do so by their master, using their wind walk ability to escape.

Messenger (Su): An ashling’s primary use is to send messages. A small message written on paper or parchment may be inserted inside the ashling. The message is incinerated immediately, with no traces. The ashling will then travel to the person its master orders it to, and relay the message. The ashling will not divulge the information of the message to anyone else, and always knows exactly where their target is. Upon telling its message, the ashling will wait for a reply and return to its master (it will always return to its master regardless of instructions from the receiver). When relaying a message the ashling will travel constantly at a rate of 30 miles per hour.

Regeneration (Ex): The ashling is affected normally by cold damage. If an ashling loses a limb or body part, the lost portion regrows in 1d4 minutes. The ashling can reattach the severed member instantly by holding it to the stump.

Resistance to Magic (Ex): An ashling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A ray of frost and chill touch spell affect the ashling normally.
A gust of wind spell causes the ashling to discorporate immediately (as wind walk) and instantly move to the maximum range of the spell. Any higher level magical wind effects instantly destroy the ashling.

Wind Walk (Ex): An ashling may, as a swift action, discorporate its body and float through the air as a small cloud of ash. This ability functions as the spell wind walk except as noted in this ability, and the ashling is considered to be fully clothed in white (except in this case, the ashling can be mistaken for smoke). The ashling flies at its full base land speed with perfect maneuverability, and may summon a waft of wind to push it along at a rate of 300 feet per round (30 mph) with poor maneuverability.

Construction

An ashling is constructed from a pile of fresh, hot ash. The ashling must be created just as the fire goes out, and costs the creator no money except for the cost of the fire. The materials are factored into the cost. The creator need not assemble the body, and the construction of an ashling does not require a Craft check. However, because of this, an ashling cannot be improved due to its maker’s prowess.

CL 1st; mending or burning hands, caster must be at least 1st level; Price 20 gp; Cost 5 gp + 75 XP.



Yarnling
Yarnling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +4
Speed: 15 feet (3 squares)
Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: Slam -3 melee (1d3-3 nonlethal)
Full Attack: Slam -3 melee (1d3-3 nonlethal)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, DR 2/slashing, resistance to magic, tread softly, unravel, vulnerable to fire, yarn
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 5, Dex 18, Con —, Int —, Wis 13, Cha 11
Skills: Move Silently +14
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

A yarnling is a mass of dissembled yarn, string, twine, and other similar materials. It is in the vague shape of a doll devoid of any features except two buttons for its eyes. A yarnling’s soft exterior makes it suitable for sneaking about and retrieving information for its master.

Combat

If spotted, a yarnling will attempt to hide first, then run away if needed, and will fight only if necessary. Their pitiful strength makes them unsuitable for most combat situations.

Resistance to Magic (Ex): A yarnling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any magical fire effect affects the yarnling normally.
An animate rope spell causes the caster to seize control of the yarnling for the duration of the spell (this spell can also be used to automatically destroy the yarnling, if the caster wishes to do so).

Tread Softly (Ex): The yarnling’s body is made of soft and malleable components, allowing it to move without making a sound. The yarnling has a +10 bonus on all Move Silently checks.

Unravel (Ex): The yarnling can, as a move action, unravel itself to return to an un-animated state. The yarnling appears no different than normal yarn or string, except through magic detection of any kind. The yarnling requires a full-round action to ravel itself once more. In its unraveled state, the yarnling may move at a rate of 5 feet per round (1 square). Additionally, it can move through any small space that a piece of yarn would be able to fit through (as thread through a needle).

Yarn (Su): The yarnling is able to relay the story of its escapades by weaving itself to form pictures and words. By taking 1 minute to do so, the yarnling may weave a simple picture of a person or place (or similar), or a message of up to 20 words (this message is a direct recording of any verbal communications the yarnling was sent to spy on). Reading the yarnling’s message accurately requires a DC 10 Decipher Script check due to its simplicity.

Construction

A yarnling is constructed from a pile of yarn, string, twine, or similar material. These components need not be of any value, and can be bought for minimal cost. Assembling the body requires a DC 8 Craft (weaving) check. Every 5 points the creator is above the DC, the yarnling gains an additional 1 HP. Every 10 points the creator is above the DC, the yarnling gains an additional +1 bonus to natural armor. If the creator’s Craft check is 25 points above the required 8 (33 or more), the yarnling’s CR increases to 1.

CL 1st; mending, caster must be at least 1st level; Price 40 gp; Cost 15 gp + 75 XP.



Flowerling
Flowerling
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 15 feet (3 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-10
Attack: Slam -2 melee (1d3-2 nonlethal)
Full Attack: Slam -2 melee (1d3-2 nonlethal)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, pacifying pollen, resistance to magic
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 6, Dex 14, Con —, Int —, Wis 11, Cha 14
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

A flowerling is a small construct created from bundles of grass and flowers woven together to form a small doll-like creature. A large flower takes the place of the creature’s head. Flowerlings are often the companions of druids or other magic users who spend a lot of time in the outdoors.

Combat

Flowerlings will not engage in combat unless ordered to, instead using their pollen to pacify any opponents before running away.

Pacifying Pollen (Su): A flowerling can release a cloud of pollen that calms its opponents. This ability functions as the spell calm emotions, except as noted. The pollen may be released at any adjacent target, in which case it lasts for 1d4+1 rounds. Additionally, it can also be released in a small cloud with a 10 foot radius, emanating from the flowerling. Used in this manner, the pollen lasts for 2 rounds. Creatures targeted by the pollen must succeed on a DC 11 + master’s Charisma modifier (or the flowerling’s Charisma modifier, whichever is higher) Will save or be affected as calm emotions. This ability is usable twice per day.

Resistance to Magic (Ex): A flowerling is immune to any spell or spell-like ability of level 1 or lower that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Magical fire effects affect the flowerling normally.

Construction

A flowerling is crafted from an assortment of grass and flowers. These components need not be of any value, and may easily be collected from any area plentiful in flowers and grass. Assembling the body requires a DC 8 Craft check. Every 5 points the creator is above the DC, the flowerling gains an additional 1 HP. Every 10 points the creator is above the DC, the flowerling gains an additional +1 bonus to natural armor and the base DC of its pacifying pollen ability increases by +1. If the creator’s Craft check is 25 points over the required 8 (33 or more), the flowerling’s CR increases to ½.

CL 1st; shillelagh or mending, caster must be at least 1st level; Price 50 gp; Cost 10 gp + 75 XP.


Just updated these on GitP and figured I'd post it here as well.

Thoughts?
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Vaynor
 
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Location: California

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