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-Incarnate construct objects as a race


-Crawling Claw (swarm)
-Awakened Crawling Claw and Awakened Crawling Claw
(swarm), and the custom spell that awakens them
-Obdurium Animated Object/Minor Servitor humanoid
winged statue
-Obdurium enhanced with hardening tricks and
Dwarvencraft
- Obdurium enhanced + Shrink Item, Continual Flame, and as
many other things as can be thought of
- Obdurium enhanced awakened
- Awakened Sand other forms, Black Sand, nanites, dust of
choking etc



ANIMATED OBJECT
Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as
Animate Objects or similar supernatural abilities.
COMBAT
Animated objects fight only as directed by the animator. They follow orders without question and to the best of
their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions. An
animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes
larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponents head,
causing that creature to be blinded until removed.
Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value
plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than
itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at
least two sizes smaller than the object and can fit under it.
Hardness (Ex): An animated object has the same hardness it had before it was animated (see Table 99 and Table
911, page 166 of the Players Handbook, for the hardness of some common substances and objects).
Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object
lurches, rocks, or slithers along. Objects with two legs (statues, ladders) or a similar shape that allows
faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot
bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half
its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object
can fly (clumsy maneuverability) at half its normal speed.
Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures
two or more sizes smaller than itself, dealing damage equal to the objects slam damage + 1-1/2 times its Strength
bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 +
1/2 objects HD + objects Str modifier) to halve the damage.





Hit Dice:
Animated Object, Tiny
Tiny Construct
1/2 d10 (2 hp)
Animated Object,
Small
Small Construct
1d10+10 (15 hp)
Animated Object, Medium
Medium Construct
2d10+20 (31 hp)
Initiative: +2 +1 +0
Speed: 40 ft. (8 squares); 50 ft. legs, 30 ft. (4 squares); 40 ft. legs, 30 ft. (2 squares); 40 ft. legs,

60 ft. multiple legs, 80 ft. wheels 50 ft. multiple legs, 70 ft. wheels 50 ft. multiple legs, 70 ft. wheels
Armor Class: 14 (+2 size, +2 natural), touch 14, 14 (+1 size, +1 Dex, +2 natural), 14 (+4 natural),

flat-footed 12 touch 12, flat-footed 13 touch 10, flat-footed 14
Base Attack/Grapple: +0/-9 +0/-4 +1/+2
Attack: Slam +1 melee (1d3-1) Slam +1 melee (1d4) Slam +2 melee (1d6+1)
Full Attack: Slam +1 melee (1d3-1) Slam +1 melee (1d4) Slam +2 melee (1d6+1)
Space/Reach: 2-1/2 ft./0 ft. 5 ft./5 ft. 5 ft./5 ft.


Special Attacks: See text See text See text
Special Qualities: Construct traits, darkvision 60 ft., Construct traits, darkvision 60 ft., Construct traits, darkvision 60 ft.,

low-light vision; also see text low-light vision; also see text low-light vision; also see text
Saves: Fort +0, Ref +2, Will 5 Fort +0, Ref +1, Will 5 Fort +0, Ref +0, Will -5
Abilities: Str 8, Dex 14, Con , Str 10, Dex 12, Con , Str 12, Dex 10, Con ,

Int , Wis 1, Cha 1 Int , Wis 1, Cha 1 Int , Wis 1, Cha 1
Skills:
Feats:
Environment: Any Any Any
Organization: Group (4) Pair Solitary
Challenge Rating: 1/2 1 2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:




Hit Dice:
Animated Object, Large
Large Construct
4d10+30 (52 hp)
Animated Object, Huge
Huge Construct
8d10+40 (84 hp)
Animated Object, Gargantuan
Gargantuan Construct
16d10+60 (148 hp)
Initiative: +0 1 2
Speed: 20 ft. (4 squares); 30 ft. legs, 20 ft. (4 squares); 30 ft. legs, 10 ft. (2 squares); 20 ft. legs,

40 ft. multiple legs, 60 ft. wheels 40 ft. multiple legs, 60 ft. wheels 30 ft. multiple legs, 50 ft. wheels
Armor Class: 14 (1 size, +5 natural), touch 9, 13 (2 size, 1 Dex, +6 natural), 12 (4 size, 2 Dex, +8 natural),

flat-footed 14 touch 7, flat-footed 13 touch 4, flat-footed 12
Base Attack/Grapple: +3/+10 +6/+19 +12/+31
Attack: Slam +5 melee (1d8+4) Slam +9 melee (2d6+7) Slam +15 melee (2d8+10)
Full Attack: Slam +5 melee (1d8+4) Slam +9 melee (2d6+7) Slam +15 melee (2d8+10)
Space/Reach: 10 ft./5 ft. (long) 15 ft./10 ft. (long) 20 ft./15 ft. (long)

10 ft./10 ft. (tall) 15 ft./15 ft. (tall) 20 ft./20 ft. (tall)
Special Attacks: See text See text See text
Special Qualities: Construct traits, darkvision 60 ft., Construct traits, darkvision 60 ft., Construct traits, darkvision 60 ft.,

low-light vision; also see text low-light vision; also see text low-light vision; also see text
Saves: Fort +1, Ref +1, Will 4 Fort +2, Ref +1, Will 3 Fort +5, Ref +3, Will +0
Abilities: Str 16, Dex 10, Con , Str 20, Dex 8, Con , Str 24, Dex 6, Con ,

Int , Wis 1, Cha 1 Int , Wis 1, Cha 1 Int , Wis 1, Cha 1
Skills:
Feats:
Environment: Any Any Any
Organization: Solitary Solitary Solitary
Challenge Rating: 3 5 7
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:





Hit Dice:
Animated Object,
Colossal
Colossal Construct
32d10+80 (256 hp)
Initiative: -3
Speed: 10 ft. (4 squares); 20 ft. legs,

30 ft. multiple legs, 50 ft. wheels
Armor Class: 11 (8 size, -3 Dex, +12 natural),
touch 9, Touch -1, flat-footed 11
Base Attack/Grapple: +24/+49
Attack: Slam +25 melee (6d6+13)
Full Attack: Slam +25 melee (6d6+13)
Space/Reach: 30 ft./20 ft. (long)

30 ft./30 ft. (tall)
Special Attacks: See text
Special Qualities: Construct traits, darkvision 60 ft.,

low-light vision; also see text
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 28, Dex 4, Con ,

Int , Wis 1, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:
MINOR SERVITOR
Minor Servitors come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as Minor
Servitor or similar supernatural abilities.
COMBAT
Minor Servitors fight only as directed by the animator. They follow orders without question and to the best of their
abilities. Since they do not need to breathe and never tire, they can be extremely capable minions. A Minor
Servitor, like an animated object, can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike Minor Servitor such as a carpet or tapestry can grapple an opponent up to three sizes larger
than itself. The Minor Servitor makes a normal grapple check. If it wins, it wraps itself around the opponents head,
causing that creature to be blinded until removed.
Constrict (Ex): A flexible Minor Servitor such as a rope, vine, or rug deals damage equal to its slam damage value
plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than
itself.
A Minor Servitor of at least Large size can make constriction attacks against multiple creatures at once, if they all
are at least two sizes smaller than the Minor Servitor and can fit under it.
Hardness (Ex): A Minor Servitor has the same hardness it had before it was animated (see Table 99 and Table 9
11, page 166 of the Players Handbook, for the hardness of some common substances and objects).
Improved Speed (Ex): The base land speed given in the statistics block assume that a Minor Servitor lurches,
rocks, or slithers along. Minor Servitors with two legs (statues, ladders) or a similar shape that allows
faster movement have a +10 foot bonus to speed. Minor Servitor s with multiple legs (tables, chairs) have a +20
foot bonus to speed. Wheeled Minor Servitor s have a +40 foot bonus to speed.
Minor Servitors might have additional modes of movement. A wooden Minor Servitor can float and has a swim
speed equal to half its land speed. A rope or similar sinuous Minor Servitor has a climb speed equal to half its land
speed. A sheetlike Minor Servitor can fly (clumsy maneuverability) at half its normal speed.
Trample (Ex): An Minor Servitor of at least Large size and with a hardness of at least 10 can trample creatures two
or more sizes smaller than itself, dealing damage equal to the Minor Servitors slam damage + 1-1/2 times its
Strength bonus. Opponents who do not make attacks of opportunity against the Minor Servitor can attempt Reflex
saves (DC 10 + 1/2 Minor Servitors HD + objects Str modifier) to halve the damage.





Hit Dice:
Minor Servitor, Tiny
Tiny Construct
1/2 d10 (2 hp)
Minor Servitor, Small
Small Construct
1d10+10 (15 hp)
Minor Servitor, Medium
Medium Construct
2d10+20 (31 hp)
Initiative: +2 +1 +0
Speed: 40 ft. (8 squares); 50 ft. legs, 30 ft. (4 squares); 40 ft. legs, 30 ft. (2 squares); 40 ft. legs,

60 ft. multiple legs, 80 ft. wheels 50 ft. multiple legs, 70 ft. wheels 50 ft. multiple legs, 70 ft. wheels
Armor Class: 14 (+2 size, +2 natural), touch 14, 14 (+1 size, +1 Dex, +2 natural), 14 (+4 natural),

flat-footed 12 touch 12, flat-footed 13 touch 10, flat-footed 14
Base Attack/Grapple: +0/-9 +0/-4 +1/+2
Attack: Slam +1 melee (1d3-1) Slam +1 melee (1d4) Slam +2 melee (1d6+1)
Full Attack: Slam +1 melee (1d3-1) Slam +1 melee (1d4) Slam +2 melee (1d6+1)
Space/Reach: 2-1/2 ft./0 ft. 5 ft./5 ft. 5 ft./5 ft.


Special Attacks: See text See text See text
Special Qualities: Construct traits, darkvision 60 ft., Construct traits, darkvision 60 ft., Construct traits, darkvision 60 ft.,

low-light vision; also see text low-light vision; also see text low-light vision; also see text
Saves: Fort +0, Ref +2, Will 5 Fort +0, Ref +1, Will 5 Fort +0, Ref +0, Will -5
Abilities: Str 8, Dex 14, Con , Str 10, Dex 12, Con , Str 12, Dex 10, Con ,

Int 10, Wis 1, Cha 2 Int 10, Wis 1, Cha 2 Int 10, Wis 1, Cha 2
Skills: Spot -3, Listen -3, Search +1 Spot -3, Listen -3, Search +1 Spot -3, Listen -3, Search +2
Feats: Run Run Run
Environment: Any Any Any
Organization: Group (4) Pair Solitary
Challenge Rating: 1/2 1 2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:




Hit Dice:
Minor Servitor, Large
Large Construct
4d10+30 (52 hp)
Minor Servitor, Huge
Huge Construct
8d10+40 (84 hp)
Minor Servitor, Gargantuan
Gargantuan Construct
16d10+60 (148 hp)
Initiative: +0 1 2
Speed: 20 ft. (4 squares); 30 ft. legs, 20 ft. (4 squares); 30 ft. legs, 10 ft. (2 squares); 20 ft. legs,

40 ft. multiple legs, 60 ft. wheels 40 ft. multiple legs, 60 ft. wheels 30 ft. multiple legs, 50 ft. wheels
Armor Class: 14 (1 size, +5 natural), touch 9, 13 (2 size, 1 Dex, +6 natural), 12 (4 size, 2 Dex, +8 natural),

flat-footed 14 touch 7, flat-footed 13 touch 4, flat-footed 12
Base Attack/Grapple: +3/+10 +6/+19 +12/+31
Attack: Slam +5 melee (1d8+4) Slam +9 melee (3d6+7) Slam +15 melee (3d8+10)
Full Attack: Slam +5 melee (1d8+4) Slam +9 melee (3d6+7) Slam +15 melee (3d8+10)
Space/Reach: 10 ft./5 ft. (long) 15 ft./10 ft. (long) 20 ft./15 ft. (long)

10 ft./10 ft. (tall) 15 ft./15 ft. (tall) 20 ft./20 ft. (tall)
Special Attacks: See text See text See text
Special Qualities: Construct traits, darkvision 60 ft., Construct traits, darkvision 60 ft., Construct traits, darkvision 60 ft.,

low-light vision; also see text low-light vision; also see text low-light vision; also see text
Saves: Fort +1, Ref +1, Will 4 Fort +2, Ref +1, Will 3 Fort +5, Ref +3, Will +0
Abilities: Str 16, Dex 10, Con , Str 20, Dex 8, Con , Str 24, Dex 6, Con ,

Int 10, Wis 1, Cha 2 Int 10, Wis 1, Cha 2 Int 10, Wis 1, Cha 2
Skills: Spot +3, Listen +3, Search +2 Spot +5, Listen +5, Search +2 Spot +9, Listen +9, Search +2
Feats: Power Attack, Run Cleave, Power Attack, Run Cleave, Great Cleave, Improved
Natural Attack, Power Attack, Run,
Improved Sunder
Environment: Any Any Any
Organization: Solitary Solitary Solitary
Challenge Rating: 3 5 7
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:






Hit Dice:
Minor Servitor,
Colossal
Colossal Construct
32d10+80 (256 hp)
Initiative: +5
Speed: 10 ft. (4 squares); 20 ft. legs,

30 ft. multiple legs, 50 ft. wheels
Armor Class: 11 (8 size, -3 Dex, +14 natural),
touch 9, Touch -1, flat-footed 11
Base Attack/Grapple: +24/+49
Attack: Slam +25 melee (6d6+13)
Full Attack: Slam +25 melee (6d6+13)
Space/Reach: 30 ft./20 ft. (long)

30 ft./30 ft. (tall)
Special Attacks: See text
Special Qualities: Construct traits, darkvision 60 ft.,

low-light vision; also see text
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 28, Dex 4, Con ,

Int 10, Wis 1, Cha 2
Skills: Spot +17, Listen +17, Search +2
Feats:




Epic Feats:
Cleave, Combat Reflexes, Great
Cleave, Improved Initiative,
Improved Natural Attack, Power
Attack, Run, Improved Sunder

Armor Skin, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:


AWAKENED SAND
Awakened Sands come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as
Awaken Sand or similar supernatural abilities.

A spellcaster awakens a region of sand, or similar material, to humanlike sentience.
To succeed, the spellcaster must make a DC 18 Will save. The awakened sand is friendly toward the spellcaster.
The spellcaster has no special empathy or connection with sand they awaken, although it serves them in specific
tasks or endeavors if they communicate their desire to it.
The sand creature the spellcaster awakens has the same statistics as a Huge animated object with a base land
speed of 40 feet and a burrow speed of 20 feet. Unlike normal animated objects, awakened sand beings have the
earth subtype, and their Intelligence, Wisdom, and Charisma scores are each 3d6. A sand being has immunity to
polymorphing.
The awakened sand can speak one language the spellcaster knows (usually Common), plus one additional language
that they know per point of Intelligence bonus (if any) it has.
Sand creatures are amorphous and can do anything sand would be expected to dohide perfectly atop other
sand, form into dunes and drifts, and pour through small openings (although passing through an opening two size
categories smaller than the creature takes a full-round action).

COMBAT
Awakened Sands fight often as directed by the animator. Since they do not need to breathe and never tire, they
can be extremely capable allies.

Engulf (Ex): A sand creature can engulf Large or smaller creatures as a standard action. It cannot make a slam
attack during a round in which it engulfs.
The sand creature merely has to move over the opponents, affecting as many as it can cover. Opponents can make
attacks of opportunity against the creature, but if they do so they are not entitled to a saving throw.
Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a
success, they are pushed back or aside (opponents choice) as the creature moves forward. Engulfed opponents
are considered grappled and are trapped within the sand creatures body. The sand creature deals 1d6+3 points of
damage to trapped opponents each round after the one in which it engulfed them.
Opponents that need to breathe risk suffocation (see page 304 of the Dungeon Masters Guide). The save DC is
Strength-based.




Hit Dice:
Awakened Sand, Huge
Construct (Earth)
8d10+40 (84 hp)
Initiative: 1
Speed: 40 ft. (4 squares); Burrow 20 ft.
30 ft. legs, 40 ft. multiple legs, 60 ft.
wheels


Armor Class: 13 (2 size, 1 Dex, +6 natural),

touch 7, flat-footed 13
Base Attack/Grapple: +6/+19
Attack: Slam +9 melee (3d6+7)
Full Attack: Slam +9 melee (3d6+7)
Space/Reach: 15 ft./10 ft. (long)

15 ft./15 ft. (tall)
Special Attacks: Engulf (Ex); also see text
Special Qualities: Construct traits, darkvision 60 ft.,

low-light vision, immunity to
polymorphing; also see text
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 20, Dex 8, Con ,

Int 10, Wis 10, Cha 10
Skills: Spot +5, Listen +5, Search +2
Feats: Cleave, Power Attack, Run
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:




AWAKENED
SHAPESAND
Awakened Shapesands come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as
Awaken Sand or similar supernatural abilities.

A spellcaster awakens a volume of shapesand, to humanlike sentience.
To succeed, the spellcaster must make a DC 18 Will save. The awakened shapesand is friendly toward the
spellcaster. The spellcaster has no special empathy or connection with shapesand they awaken, although it serves
them in specific tasks or endeavors if they communicate their desire to it.
The shapesand creature the spellcaster awakens has the same statistics as a Huge animated object with a base
land speed of 40 feet and a burrow speed of 20 feet. Unlike normal animated objects, awakened sand beings have
the earth subtype, and their Intelligence, Wisdom, and Charisma scores are each 3d6. A sand being has immunity
to polymorphing.
The awakened shapesand can speak one language the spellcaster knows (usually Common), plus one additional
language that they know per point of Intelligence bonus (if any) it has.
Sand creatures are amorphous and can do anything sand would be expected to dohide perfectly atop other
sand, form into dunes and drifts, and pour through small openings (although passing through an opening two size
categories smaller than the creature takes a full-round action).

SHAPESAND
Shapesand shares many properties with the stuff of uncontrolled Limboraw energy that can be molded into
any form desired, according to the will of the shaper. The new shape is still composed of sand, but it has the
qualities of the object it mimics.
Certain individuals attain a level of mastery over shapesand that allows them to exceed the substances normal
limitations (see the sand shaper prestige class, Sandstorm, page 76). Even someone without that mastery can
attempt to manipulate shapesand or take control of a shapesand item that was created by someone else (see the
description of shapesand as a special material, Sandstorm, page 102).

Item Size DC
1 cu. ft. or less 5
1.12.0 cu. ft. 0
2.14.0 cu. ft. 5
4.18.0 cu. ft. 10
8.112.0 cu. ft. 15
12.116.0 cu. ft. 20
16.124.0 cu. ft. 25
24.130.0 cu. ft. 30

Item Complexity Modifier
Fine details +2
Functioning tool +2
Functioning armor/weapon +5
Multiple parts +5
Masterwork version +10
Moving parts +10


Craft (Alchemy)
Item Cost DC Weight
Shapesand (jug) 100 gp 25 12 lb.

Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into any form according
to your will. The new object is made of sand, but serves as a normal item of the same sort.
A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight
as an ordinary skin.
Controlling shapesand is an exercise in willpower. A DC 16 Wisdom check establishes control of a volume of
sand based on the shapers Wisdom score:

Wisdom Score Controllable Volume
13 None
47 1-ft. cube
811 2-1/2-ft. cube
1215 5-ft. cube
1619 7-1/2-ft. cube
2023 10-ft. cube
24+ +2-1/2 ft per 4 points of Wisdom

If your Wisdom check succeeds, you can reshape the volume of sand as you desire. Once control is
established, the shape lasts as long as you remain within 100 feet of it.
Thus, those with sufficient patience and strong enough will can construct small fortresses out of shapesand,
even if they must do so a few cubic feet at a time.
Another character can wrest control of a shapesand item away from you by succeeding on an opposed Wisdom
check, though the winners Wisdom score must be high enough to shape an item the size of the one contested.
For example, if two characters are attempting to control a 5-foot cube of shapesand, the challenger must not
only beat his opponents roll, but must also have a Wisdom score of at least 12.
If you are a sand shaper (new prestige class, see Sandstorm, page 76) or a cleric with the Sand domain (see
Sandstorm, page 107) using shapesand in conjunction with your sand shaping abilities, you do not count
shapesand items against the total number of items you can maintain at one time. In addition, if you are a sand
shaper, you can give control of shapesand objects to other individuals, and those items persist even if the new
owner takes them outside the normal 100-foot control area. The new owner need not make a Wisdom check to
establish control of the item, so long as his Wisdom score meets the minimum requirement for the objects
volume.
COMBAT
Awakened Shapesand fight often as directed by the animator. Since they do not need to breathe and never tire,
they can be extremely capable allies. An Awakened Shapesand, like an animated object, can have one or more of
the following special abilities, depending on its form.

Engulf (Ex): A sand creature can engulf Large or smaller creatures as a standard action. It cannot make a slam
attack during a round in which it engulfs.
The sand creature merely has to move over the opponents, affecting as many as it can cover. Opponents can make
attacks of opportunity against the creature, but if they do so they are not entitled to a saving throw.
Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a
success, they are pushed back or aside (opponents choice) as the creature moves forward. Engulfed opponents
are considered grappled and are trapped within the sand creatures body. The sand creature deals 1d6+3 points of
damage to trapped opponents each round after the one in which it engulfed them.
Opponents that need to breathe risk suffocation (see page 304 of the Dungeon Masters Guide). The save DC is
Strength-based.

Blind (Ex): A sheetlike Awakened Shapesand such as a carpet or tapestry can grapple an opponent up to three sizes
larger than itself. The Awakened Shapesand makes a normal grapple check. If it wins, it wraps itself around the
opponents head, causing that creature to be blinded until removed.
Constrict (Ex): A flexible Awakened Shapesand such as a rope, vine, or rug deals damage equal to its slam damage
value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger
than itself.
An Awakened Shapesand of at least Large size can make constriction attacks against multiple creatures at once, if
they all are at least two sizes smaller than the Awakened Shapesand and can fit under it.
Hardness (Ex): A Awakened Shapesand has the same hardness as the substance it is emulating (see Table 99 and
Table 911, page 166 of the Players Handbook, for the hardness of some common substances and objects).
Improved Speed (Ex): The base land speed given in the statistics block assume that a Awakened Shapesand
lurches, rocks, or slithers along. Awakened Shapesand with two legs (statues, ladders) or a similar shape
that allows faster movement have a +10 foot bonus to speed. Awakened Shapesand with multiple legs (tables,
chairs) have a +20 foot bonus to speed. Wheeled Awakened Shapesand have a +40 foot bonus to speed.
Awakened Shapesand might have additional modes of movement. A wooden Awakened Shapesand can float and
has a swim speed equal to half its land speed. A rope or similar sinuous Awakened Shapesand has a climb speed
equal to half its land speed. A sheetlike Awakened Shapesand can fly (clumsy maneuverability) at half its normal
speed.
Trample (Ex): An Awakened Shapesand of at least Large size and with a hardness of at least 10 can trample
creatures two or more sizes smaller than itself, dealing damage equal to the Awakened Shapesands slam damage
+ 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the Awakened
Shapesand can attempt Reflex saves (DC 10 + 1/2 Minor Servitors HD + objects Str modifier) to halve the damage.




Hit Dice:
Awakened Shapesand,
Huge Construct
(Earth)
8d10+40 (84 hp)
Initiative: 1
Speed: 40 ft. (4 squares); Burrow 20 ft.


Armor Class: 13 (2 size, 1 Dex, +6 natural),

touch 7, flat-footed 13
Base Attack/Grapple: +6/+19
Attack: Slam +9 melee (3d6+7)
Full Attack: Slam +9 melee (3d6+7)
Space/Reach: 15 ft./10 ft. (long)

15 ft./15 ft. (tall)
Special Attacks: Engulf (Ex); also see text
Special Qualities: Construct traits, darkvision 60 ft.,

low-light vision, immunity to
polymorphing; also see text
Shapesand (Ex)
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 20, Dex 8, Con ,

Int 10, Wis 10, Cha 10
Skills: Spot +5, Listen +5, Search +2
Feats: Cleave, Power Attack, Run
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:


Tool Swarm
Thousands of small tools, gadgets, knickknacks, utensils, and
odds and ends clatter across the floor, grinding, pinching, and
battering everything in their path.





Hit Dice:
Tool Swarm,
Tiny Construct
(Swarm)
10d10+ (84 hp)
Initiative: +2
Speed: 20 ft. (2 squares)


Armor Class: 14 (+2 size, +2 Dex),

touch 14, flat-footed 12
Base Attack/Grapple: +7/--
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.


Special Attacks: Distraction (Ex)
Special Qualities: Construct traits, darkvision 60 ft.,

low-light vision, immunity to
polymorphing; Swarm traits,
Hardness 5
Saves: Fort +3, Ref +5, Will -2
Abilities: Str 2, Dex 14, Con ,

Int --, Wis 1, Cha 1
Skills: Spot -5, Listen -5
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:


The Tool Swarm understands Common but cannot speak.

Distraction (Ex): Any living creature that begins its turn
with a Tool Swarm in its space must make a DC 14 Fortitude
save or be nauseated for 1 round. The save is Constitution-
based.

A Tool Swarm is a collection of magically animated tools and
other small objects. The nature of the individual items is
generally mundane and unimportant, but the sheer number
involved makes the Tool Swarm extremely dangerous. Like
any other Animated Object it mindlessly follows its creators
orders.






GOLEM SWARM





Hit Dice:

Tiny Construct
(Swarm)
12d10+ (66 hp)
Initiative: +2
Speed: 20 ft. (2 squares) (cant run)


Armor Class: 14 (+2 size, +2 Dex, +1 Natural),

touch 14, flat-footed 15
Base Attack/Grapple: +9/--
Attack: Swarm (4d6)
Full Attack: Swarm (4d6)
Space/Reach: 10 ft./0 ft.


Special Attacks: Dismantle (Ex),
Distraction (Ex)
Special Qualities: Construct traits, darkvision 60 ft.,

low-light vision, immunity to
polymorphing; Swarm traits, half
damage from slashing or piercing, DR
5/Adamantine, Magic Immunity (Su)
Saves: Fort +3, Ref +5, Will -2
Abilities: Str 5, Dex 14, Con ,

Int --, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any land
Organization: Solitary, pair, troop (3-4 swarms),
or horde (11-20 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

A golem swarm is a tireless, remorseless army of figurines carved from stone. Individually, each member of the golem
swarm appears to be nothing more than a 6-inch-tall stone statuette of a warrior that moves jerkily, with a clumsy gait. When
viewed from a distance, the swarm looks like an undulating gray mass
A swarm of these constructs (which numbers about one hundred fifty golems) can dismantle an entire town in a matter of
hours. Peasants might fear locusts, but even small cities fear golem swarms.
A golem swarm cannot speak or make any vocal noise.

Combat
A golem swarm follows the orders of its creator. Although each statuette is relatively weak, the jabs and slices of the entire
swarm can deal serious damage. In order to attack, a single swarm must move into its opponents' space, which provokes an
attack of opportunity. The swarm can occupy the same space as a creature of any size, since it crawls all over its
opponents, although it remains a Large creature with a to-foot face. Swarms never make attacks of opportunity, but they can
provoke them.
Unlike any other creature with a 10- foot face, a swarm is completely shapeable. It can occupy any four contiguous squares
and ignores the penalties for squeezing into a space smaller than its own.

Dismantle (Ex): On its turn, the swarm attempts to dismantle all objects within its area, such as wagons, furniture, or
houses. It automatically dismantles all mundane objects in the area in t round, but a particularly intricate object, such as a
trap or clockwork device, requires 2d4 rounds. The swarm can't dismantle magic items.
If one or more creatures occupy the golem swarm's space, it instead attempts to remove an object from each creature's
possession. On the golem swarm's turn each round, roll 1d8 for each target and consult the table below to see which object
it attempts to remove, rerolling if that target does not have the indicated object. To resist, the creature must make a
successful Reflex save (DC 16). Failure means the item has been removed from the target creature's possession and is
lying on the ground. The save DC is Constitution-based.

Distraction (Ex): Any living creature vulnerable to the golem swarm's damage that begins its turn with a golem swarm in its
square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Even with a successful save, spellcasting or
concentrating on spells within the area of a golem swarm requires a Concentration check (DC 20 + spell level). Using a skill
requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.

Construct Traits: A golem swarm has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromantic
effects, mind-affecting effects (charms. compulsions, phantasms,

patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless.
The creature is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy
drain. It cannot heal damage but can be repaired. A golem swarm has darkvision 60 feet and lowlight vision.

Magic Immunity (Ex): A golem swarm is immune to all spells. spell-like abilities, and supernatural effects. Just as if the
caster had failed to overcome spell resistance, except as follows: A transmute rock to mud spell deals 5d6 points of damage
to the swarm, with no saving throw. A stone to flesh spell does not actually change the structure of any golem within the
swarm, but it makes the swarm vulnerable to non-adamantine weapons for the following round.

Swarm Trails (Ex): A golem swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits
or flanking. It is immune to all weapon damage. Reducing a golem swarm to 0 hit points or fewer causes it to break up,
although damage taken until that point does not degrade its ability to attack or resist attack. A golem swarm is never
staggered or reduced to a dying state by damage. Also, it cannot be tripped, grappled, or bull rushed, and it cannot grapple
another.
A golem swarm is immune to any spell or effect that targets a specific number of creatures (including single target spells
such as disintegrate). A golem swarm takes a -10 penalty on saving throws against spells or effects that affect an area,
such as many evocation spells or grenadelike weapons. If the area attack does not allow a saving throw, the golem swarm
takes double damage instead. Treat the golem swarm as a Tiny creature for the purpose of wind effects.

Construction
The individual figurines that make up a golem swarm must all be chiseled from a single block of hard stone, such as granite,
weighing at least 3.000 pounds. The stone must be of exceptional quality and cost at least 5.000gp. Assembling the golems
requires a successful Craft (sculpting or masonry) check (DC 19). CL 14th: Craft Construct, antimagic field, cat's grace,
geas/quest; Price 75,000gp: Cost to Create: 42,500gp + 2.800xp.

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