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Luna Moth
Base Attack/Grapple: +6/+16 Attack: Bite +11 melee (1d8+6) or eye ray +5 ranged touch (8d6 fire)* Full Attack: Bite +11 melee (1d8+6) and 2hooves +6 melee (1d6+3) and eye ray +5 ranged touch (8d6 fire)* Space/Reach: 10 ft./5 ft. Special Attacks: Eye ray Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +2, Ref +2, Will +2 Abilities: Str 23, Dex 11, Con—, Int—, Wis 10, Cha 1 Skills: — Feats: RunB Environment: Any Organization: Solitary or herd (4–9) Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 9–16 HD (Large); 17–24 HD (Huge) Level Adjustment: — *Eye ray can only be used once every 4 rounds.
This automaton has been sculpted from brass. It is half again as large as a heavy warhorse and resembles a beautifully crafted statue of a large stallion with ruby eyes.
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This golem has an equine body made of brass. A brass steed is 6 feet tall at the shoulders and measures 10 feet from head to tail. It weighs 2,500 pounds. Each brass steed is individually carved and can appear as any type of horse. The steed comes complete with saddle and can even appear to be wearing barding and have a brand. Combat
Brass steeds are excellent mounts; due to their hit points and construct traits, they rarely get cut down from beneath their riders. They can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a
Ride check. A steed will use its eye ray as often as possible while biting and kicking opponents that come into melee range.
Eye Ray (Su): A brass steed’s red eyes can produce a magical ray of fire with a range of 100 feet that deals 8d6 points of damage to a single target. The ray requires a ranged touch attack. The ray is usable only once every 4 rounds. A brass steed can fire its eye ray in the same round that it makes physical attacks.
Immunity to Magic (Ex): A brass steed is immune to any spell or spell-like ability that allows spell resistance.
In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals acid damage (such as Melf’s acid arrow) slows a brass steed (as the slow spell) for 1d3 rounds. A fog cloud, obscuring mist, or solid fog spell entangles a brass steed (as the entangle spell) for 1d6 rounds. A magical attack that deals fire damage breaks any slow or entangle effect on the steed and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the steed to exceed its full normal hit points, it gains any excess as temporary hit points. A brass steed gets no saving throw against fire effects.
Construct Traits: A brass steed has immunity to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a
Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage but can be repaired.
Carrying Capacity: A light load for a brass steed is up to 600 pounds; a medium load, 601–1,200 pounds; and a heavy load, 1,201–1,800 pounds. A brass steed can drag 9,000 pounds. Construction
A brass steed’s body is sculpted from 3,000 pounds of copper and zinc smelted with rare tinctures and admixtures costing at least 1,000 gp. Creating the body requires a DC 12 Craft (armorsmithing) check or a DC 12 Craft (weaponsmithing) check. CL 8th; Craft Construct, animate objects, bull’s strength, flame arrow, geas/quest, haste, caster must be at least 8th level; Price 19,000 gp; Cost 10,000 gp + 720 XP. LUNA MOTH
Large Magical Beast Hit Dice: 5d10 (27 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 13 (–1 size, +2 Dex, +2 natural), touch 11, flat-footed 11 Base Attack/Grapple: +5/+12 Attack: Slam +7 melee (1d4+4) Full Attack: Slam +7 melee (1d4+4) Space/Reach: 10 ft./5 ft. Special Attacks: Sleep dust Special Qualities: Darkvision 60 ft., low-light vision, natural invisibility, scent, see invisible Saves: Fort +4, Ref +6, Will +5 Abilities: Str 16, Dex 15, Con 10, Int 10, Wis 14, Cha 15 Skills: Hide +6*, Listen +6, Move Silently +10, Spot +10 Feats: Hover, Iron Will Environment: Temperate forests Organization: Solitary, pair, or cloud (4–7) Challenge Rating: 4 Treasure: None Alignment: Usually chaotic good Advancement: 6–10 HD (Large); 11–15 HD (Huge) Level Adjustment: —
The soft light of the moon overhead reveals an enormous moth, its shimmering green wings marked with white spots.