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Midnight Construct
Attack: A lost retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the lost retains this ability. A creature with natural weapons retains those natural weapons. A lost fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A lost armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A lost fi ghting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
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Damage: Losts have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the lost’s size. If the base creature already had a slam attack, it retains its old damage value or uses the appropriate value from the table below, whichever is better. A lost’s natural weapon attacks deal the same base damage as the corresponding attacks of the base creature did.
Size Base Slam Damage
Up to Tiny 1 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 2d8
Special Attacks: A lost has all the special attacks of the base creature, except for any spells that it can no longer cast because of its reduced Intelligence score. In addition, it gains a new special attack based on the particular emotion that has been fused to its soul, as given on the following table.
Emotion Special Attack
Despair Mirror of despair Hatred Bile of hatred Misery Song of misery Wrath Fury of wrath
Bile of Hatred (Ex): Once every 1d4 rounds, a hateful lost can spew acidic bile in a 30-foot cone as a standard action. Every creature in the area takes 1d4 points of acid damage per character level of the lost. A successful Refl ex save halves this damage. The save DC is Constitution-based.
Fury of Wrath (Ex): A wrathful lost automatically enters a ragelike state on its first turn in combat. While in this state, it gains a number of temporary hit points equal to twice its character level and a bonus on damage rolls equal to one-half its character level (rounded up). Its fury lasts for 10 rounds.
Mirror of Despair (Ex): The gaze of a despairing lost is unsettling to sentient creatures. Any creature with an Intelligence score of 3 or higher that is within 30 feet of the lost and can see it must make a Will save or become shaken for 2d6 rounds. Success indicates that the creature cannot be affected again by the same lost’s mirror of despair for 24 hours. Mirror of despair is a mind-affecting fear effect. The save DC is Charisma-based.
Song of Misery (Ex): As a free action, a miserable lost can begin a droning song. Every creature within 30 feet who can hear it is fascinated for as long as the song continues, plus 1 round thereafter (Will negates). The mere sight of the lost does not allow a new saving throw, but any attack made against an affected character—even if the attack comes from the lost itself—automatically ends the effect. Song of misery is a mind-affecting effect. The save DC is Charisma-based. All lost are immune to the emotion-based special attacks of other lost, even if they don’t share the same emotion.
Special Qualities: A lost has all the special qualities of the base creature, plus the following special qualities.
Damage Reduction (Su): A lost has damage reduction equal to one-half its character level (rounded up) that can be bypassed by magic weapons (maximum 10/magic at character level 20). A lost’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Twisted Mind (Ex): A lost’s mind is demented and diffi cult to control. If the creature fails its saving throw against a mind-affecting spell or effect, it can attempt to save again 1 round later at the same DC. The lost gets only this one extra chance to succeed on its saving throw.
Abilities: Alter from the base creature as follows: Str +4, Con +4, Int –6 (minimum 1). If the lost’s Intelligence score falls to 2 or 1, the creature regresses to an animal state and commences living off the wild as best it can.
Organization: Any.
Challenge Rating: Same as the base creature +1.
Alignment: Always evil (any).
Level Adjustment: —
MIDNIGHT CONSTRUCT, LESSER
Medium Construct (Incarnum) Hit Dice: 4d10+20 (42 hp) Initiative: +2 Speed: 40 ft. (8 squares) AC: 18 (+2 Dex, +6 natural), touch 12, fl at-footed 16 Base Attack/Grapple: +3/+8 Attack: Slam +8 melee (1d6+8) Full Attack: Slam +8 melee (1d6+8) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Construct traits, damage reduction 2/magic, darkvision 60 ft., low-light vision Saves: Fort +1, Ref +3, Will +1 Abilities: Str 21, Dex 15, Con —, Int —, Wis 11, Cha 10 Skills: Hide +2* Feats: — Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Same as creator Advancement: — Level Adjustment: —
Large Construct (Incarnum) Hit Dice: 10d10+30 (85 hp) Initiative: +1 Speed: 40 ft. (8 squares) AC: 22 (–1 size, +1 Dex, +12 natural), touch 10, flatfooted 21 Base Attack/Grapple: +7/+22 Attack: Slam +17 melee (1d8+11) Full Attack: 2 slams +17 melee (1d8+11) Space/Reach: 10 ft./10 ft. Special Attacks: — Special Qualities: Construct traits, damage reduction 5/magic, darkvision 60 ft., low-light vision Saves: Fort +3, Ref +4, Will +3 Abilities: Str 33, Dex 13, Con —, Int —, Wis 11, Cha 10 Skills: Hide –3* Feats: — Environment: Any Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Same as creator Advancement: — Level Adjustment: —
MIDNIGHT CONSTRUCT, GREATER
Huge Construct (Incarnum) Hit Dice: 16d10+40 (128 hp) Initiative: +0 Speed: 50 ft. (10 squares) AC: 26 (–2 size, +18 natural), touch 8, fl at-footed 26 Base Attack/Grapple: +12/+35 Attack: Slam +25 melee (2d6+15) Full Attack: 2 slams +25 melee (2d6+15) Space/Reach: 15 ft./15 ft. Special Attacks: — Special Qualities: Construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision Saves: Fort +5, Ref +5, Will +5 Abilities: Str 41, Dex 11, Con —, Int —, Wis 11, Cha 10 Skills: Hide –8* Feats: — Environment: Any Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Same as creator Advancement: — Level Adjustment: —
A black-hued, angular, humanoid form strides through the night, evidently intent on some dark mission. Its hands end in long claws, and its body seems almost crystalline in nature.
Midnight constructs are animated creations of pure incarnum. Most are created through the use of the conjure midnight construct spells (see page 100), but occasionally they spontaneously manifest in areas of strong magic. Midnight constructs come in a variety of sizes, though even individuals of the same size vary slightly from each other. A midnight construct’s physical appearance is determined by its shaper. It can appear as any creature of its size category, or as a hybrid of body parts from different creatures, or in any other form the shaper desires.
Combat
A midnight construct acts at the command of its shaper. As a free action, the shaper can direct it to attack particular enemies, use specifi c tactics or powers, or do nothing at all. A midnight construct’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Essentia Modifi cations (Su): When a spellcaster creates a midnight construct by means of one of the conjure midnight construct spells, she can grant it one or more of the following modifi cations by investing essentia in it. Some of these powers can be given to any midnight construct; others can be given only to standard or greater midnight constructs, as indicated in parentheses after the ability name. Midnight constructs that spontaneously manifest do not gain these benefi ts.
Combat Power (Any): The midnight construct gains a +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested.
Midnight construct
Illus. by A. Stokes