Mechanical Golem/Brain in a Shell2


Level KXP Spells
TH
10(none)+1
24(none)+2
38(none)+3
416(none)+4
532(none)+5
664(none)+6
7128(none)+7
8256(none)+8
9512(none)+9
10900(none)+10
111300(none)+11
121700(none)+12
132100(none)+13
142500(none)+14
152900(none)+15
163300(none)+16
173700(none)+17
184100(none)+18
194500(none)+19
204900(none)+20
215300(none)+21
225700(none)+22
236100(none)+23
246500(none)+24
256900(none)+25
267300(none)+26
277700(none)+27
288100(none)+28
298500(none)+29
308900(none)+30
319300(none)+31
329700(none)+32
3310100(none)+33
3410500(none)+34
3510900(none)+35
3611300(none)+36
Requisites:Str 19, Con 19
Alignment:any
HD/level:&2d10
Weapon Prof.:& 0+level
To Hit Table:Mon
Save Table:0+LVL/2
Reference:Ravenloft
Groups:Monster, Technology
Complexity:CF=2
Gain partial Construct traits (no Con bonus on HD, Low-light vision, Darkvision, Immune poison, sleep, paralysis, stunning, disease, death effects, and necromancy effects. Immune crits, ability dmg/drain, fatigue, exhaustion, and energy drain. You do not need to eat or breathe.)
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Size.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: 1V: natural Alter self except for height.
Level 1: 1P: You may attach a melee or missile weapon to your arm by removing your hand. This confers weapon conduction and cannot be disarmed.
Level 1: +LVL Str and Exceptional Str.
Level 2: Your attached melee weapons are considered wielded two-handed (Str*1.5 ToHit/dmg).
New Items:
Tri-Flail (M, 3d6+3/6d4, 20/x2)
Harpoon Launcher (L, 2d4/2d6, 20/x2)
Net Launcher (L, ranged, on hit, entangled w/ Str check each r)
Man Catcher (L, 10ft ranged touch attack, on hit target loses dex-based AC bonus)
Grappling Hook (M, ranged, can fire and retract to scale vertical surfaces)