Finishing the sheen conversions, here's the rest of the sheens from Dragon Magazine #258.
And no, there's no 'Charlie' or 'Martin'.
I know there's at least one other sheen in a later issue of Dragon Magazine. If I can find the issue, I'll convert it as well.
Some corrections have been done to the earlier sheen entries as well.
Flitter
| Medium-size Construct | |
| Hit Dice: | 3d10+20 (36 hp) |
| Initiative: | +4 |
| Speed: | fly 50 ft. (Perfect) |
| Armor Class: | 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 |
| Base Attack/Grapple: | +2 / 2 |
| Attack: | Claw +2 melee (1d4) |
| Full Attack: | Claw +2 melee (1d4) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Electrical Bolt |
| Special Qualities: | DR 5/magic, Magic Susceptibility |
| Saves: | Fort +1, Ref +5, Will +1 |
| Abilities: | Str 10, Dex 18, Con -, Int 5, Wis 10, Cha 1 |
| Skills: | Listen +2, Spot +2, Search +1 |
| Feats: | Alertness, Dodge |
| Environment: | Any land |
| Organization: | Solitary or gang (2-4) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Neutral |
| Advancement: | 4 HD(medium-size), 5-6 HD (large) |
| Level Adjustment: | - |
The flitter is the swifter, more streamlined cousin of the drifter, sacrificing combat capability for sheer speed and agility.
Electrical Bolt: The flitter can fire a bolt of lightning as an attack against any creature within 30' feet, inflicting 3d4 damage (Reflex DC 15 half). It must wait 1d4+1 rounds in order to fire another bolt.
Magic Susceptibility: Sheens are weak against magic, and suffer a -3 racial penalty to all saves against spells, spell-like abilities, and supernatural abilities.
Dasher
| Medium-size Construct | |
| Hit Dice: | 3d10+20 (36 hp) |
| Initiative: | +9 |
| Speed: | 150 ft. |
| Armor Class: | 23 (+5 Dex, +4 natural, +4 speed), touch 19, flat-footed 18 |
| Base Attack/Grapple: | +2 / 2 |
| Attack: | Foil +3 melee (1d8+6) |
| Full Attack: | Foil +3 melee (1d8+6) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | None |
| Special Qualities: | Constant Speed, Magic Susceptibility, Meltdown, Sonic Boom |
| Saves: | Fort +1, Ref +6, Will +1 |
| Abilities: | Str 15, Dex 20, Con -, Int 6, Wis 10, Cha 1 |
| Skills: | Spot +3 |
| Feats: | Improved Initiative, Weapon Focus (foil) |
| Environment: | Any land |
| Organization: | Solitary |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Neutral |
| Advancement: | 4 HD(medium-size), 5-6 HD (large) |
| Level Adjustment: | - |
Dashers are constantly in motion, always running at high speeds. They are the hit n' run soldiers of the sheens, often far away before a foe can even react to their assault.
Constant Motion (Ex): Dashers are always moving, and cannot take any action that allows them less than a normal move action. If slowed to 70 ft. or less during a given turn, they are knocked prone. However, this constant motion gives them the virtual feats of Mobility and Spring Attack while moving 150 ft. or more in a given round.
Sonic Boom (Ex): By taking a full run action, a dasher can momentarily break the speed of sound and cause a sonic boom. All creatures within 100 ft. of the point where the dasher causes the effect (any one point along its run) must make a Reflex save (DC 16) or be knocked prone. It must wait 1d4+1 rounds before causing another sonic boom.
Magic Susceptibility: Sheens are weak against magic, and suffer a -3 racial penalty to all saves against spells, spell-like abilities, and supernatural abilities.
Meltdown (Ex): A dasher takes 1d10 points of fire damage each round if its movement is halted for any reason, as its engines overheat. Anybody in contact with the dasher during this time (such as due to a grapple) also takes 1d10 points of fire damage.
Render
| Large Construct | |
| Hit Dice: | 16d10+30 (118 hp) |
| Initiative: | +4 |
| Speed: | 30 ft. |
| Armor Class: | 26 (-1 Size, +4 Dex, +13 natural), touch 13, flat-footed 22 |
| Base Attack/Grapple: | +12 / 16 |
| Attack: | Claw +18 melee (1d10+6 / 19-20) or Saw +17 melee (3d10+3 / 19-20) |
| Full Attack: | Claw +16/+16/+16/+16/+16/+16 melee (1d10+6) and Saw +12 melee (3d10+3) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Electrical Discharge, Breath Weapon |
| Special Qualities: | DR 10/magic, Magic Susceptibility |
| Saves: | Fort +5, Ref +9, Will +5 |
| Abilities: | Str 22, Dex 18, Con -, Int 10, Wis 10, Cha 1 |
| Skills: | Climb +16, Jump +14, Listen +10, Spot +10 |
| Feats: | Power Attack, Cleave, Great Cleave, Improved Critical (Saw), Improved Critical (Claw) Weapon Focus (Claw) |
| Environment: | Any land |
| Organization: | Solitary |
| Challenge Rating: | 14 |
| Treasure: | None |
| Alignment: | Neutral |
| Advancement: | 17-18 HD (Large), 19-26 HD (Huge) |
| Level Adjustment: | - |
Renders are built for pure destruction. They have multiple arms which end in long blades, a buzzsaw "mandible", and vents used to spray superheated death on its foes.
Breath Weapon (Ex): 30-foot cone of plasma, 8d10 fire damage, Reflex DC 22 half. It must wait 1d4 rounds before discharging its breath weapon again.
Electrical Discharge (Ex): As a free action, the walker may charge itself with electricity. If it strikes someone while charged, it inflicts an additional 2d4 points of electrical damage. Alternately, anybody striking it with a metallic weapon while it is so charged takes 2d4 points of electrical damage. After the damage is inflicted, it must wait another 1d4 rounds before it can charge itself up again.
Magic Susceptibility: Sheens are weak against magic, though renders only suffer a -2 racial penalty to all saves against spells, spell-like abilities, and supernatural abilities.
This isn't the end of Mage vs. Machine conversion - there's still a PrC and spell conversions to come.
No comments:
Post a Comment