Wednesday, November 1, 2017

Dreamlands Pathfinder Bestiary: A Couple of Constructs

The following two monsters appear in the Call of Cthulhu adventure The Dreaming Stone, and have been converted here for use in Pathfinder games.

Lunar Knight

This seven-foot-tall humanoid is dressed in black full plate armor covered with baroque curliques, curves, and spikes. Its gauntlets are spiked, and it carries a long polearm wiht a crescent-shaped blade at the base of the spearhead (a ranseur). Two pale flames burn behind its visor in place of eyes.


LUNAR KNIGHT (CR 3)
XP 800
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
Defense
AC 17, touch 9, flat-footed 17 (+8 armor, -1 Dex)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +2
Defensive Abilities hardness 10; Immune construct traits
Offense
Speed 30 ft.
Melee masterwork ranseur +10 (2d4+7/x3) or masterwork spiked armor +10 (1d6+5) or masterwork spiked gauntlet +10 (1d4+5)
Space 5 ft.; Reach 5 ft. (10 with ranseur)
Statistics
Str 20, Dex 8, Con --, Int 12, Wis 12, Cha 12
Base Atk +4; CMB +9; CMD 18
Feats Improved Initiative, Power Attack
Skills Intimidate +5, Perception +5, Stealth -2
Languages Common (can't speak)
Ecology
Environment any (The Mansion on the Moon)
Organization solitary or cadre (2-8)
Treasure incidental (masterwork ranseur)

Lunar knights are hollow suits of armor animated by Vredni Vorastor, the Man in the Moon, as guards for his mansion and person. They move surprisingly quietly for walking suits of animated armor.

A lunar knight's armor and weapons are masterwork items. The knight prefers to use its ranseur, but if it cannot maintain the minimum distance, it lashes out with its spiked armor or gauntlets. If the knight is destroyed, it collapses into a pile of metal shards and black sludge, its armor and gauntlets ruined beyond repair, but its ranseur remains.


The Whisperer in the Windmill

This creature is a hairless, gray, spider-like thing about the size of a large dog. It has a spongy mass for a head, with a vertical slit for a mouth, and no eyes.

THE WHISPERER IN THE WINDMILL (CR 2)
XP 600
NE Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 21 (2d10+10)
Fort +1, Ref +2, Will +2
Immune construct traits
Offense
Speed 40 ft., climb 20 ft.
Melee bite +4 (1d3+1 plus poison)
Spell-Like Abilities (CL 18th; concentration +20)
Constant--detect thoughts (DC 13)
Statistics
Str 12, Dex 14, Con --, Int 14, Wis 14, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Persuasive
Skills Bluff +4 (+8 mimicry), Climb +9, Diplomacy +4, Intimidate +6, Perception +4, Stealth +8; Racial Modifiers +4 Bluff to disguise voice using mimicrry
Languages Common
SQ mimicry
Ecology
Environment any (Ulthar)
Organization solitary
Treasure none
Special Abilities
Detect Thoughts (Sp) The Whsiperer can continually use detect thoughts as the spell. It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Mimicry (Su) The Whisperer may mimic any voice that it has heard. It may also mimic the voice of any creature that the target of its detect thoughts ability was thinking about at the time of the scan.
Poison (Ex) Injury--bite; Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Charisma; cure 2 consecutive saves.

The Whisperer in the Windmill is a unique construct created by Vredni Vorastor, the Man in the Moon, in order to torment the people of Ulthar. It is blind, but can read minds, and uses those thoughts to psychologically torture its victims.

No comments:

Post a Comment