Casinoid (3.5e Monster)

''What stands before you is a large, bulky slot machine with legs that packs a mean punch. You better hope the dude behind the DM-screen doesn't roll a yahtzee.''

Casinoids are large, intelligent constructs fitted with a slot machine in the center of their bodies. Their three reels have the mystical power to create a great multitude of different effects. A casinoid stands roughly 10 feet tall and weighs about 1,500 pounds. Casinoids are powered by a crystalline proteum core that supplies them with nigh-indefinite amounts of energy.

Combat
A casinoid's natural weapons are treated as adamantine for the purpose of overcoming damage reduction.

Magic Immunity: A casinoid is immune to any spell that allows spell resistance.

 : A casinoid automatically spins its reels at the start of each turn it takes. This is an instantaneous effect that happens before it takes any actions, including swift actions. Depending on its result, the casinoid's slot machine can create a large variation of effects. See The Fate Spin Slot Machine below for all possible outcomes that generate effects.

 : A casinoid may expend a standard action in order to spin twice during its turn, enabling it to possibly generate more than one payout in one round.

 : Once per 1d4 rounds, a casinoid may respin one of its reels after its first spin of the round. This ability must be used before the payout of the spin (if any) comes into effect. If the casinoid chooses to use a respin, it must stick with the second result, even if it is worse or does not result in a payout.

The Fate Spin
All three of a casinoid's slot reels contain 12 symbols. A d12 is rolled for each reel to determine its result. The symbols on all of a casinoid's reels are as follows.

Energy Symbols
The first five symbols on a casinoid's reels are energy-based, one corresponding with each of the five different energy types. Each symbol is capable of creating powerful energy-based effects when doubles or triples are rolled. In a combination of a double of a different energy type, a single energy symbol determines the shape of the energy that is released. : The flame symbol is capable of creating fire effects. A single of flame focuses any energy effect into a 30-ft. cone. A double of flame deals 15d6 fire damage.

A single of lightning bolt focuses any energy effect into a 60-ft line. A double of lightning bolt deals 15d6 electricity damage.

A single of slime allows an energy effect to be released in the shape of 4 10-foot cubes. A double of slime deals 15d6 acid damage.

A single of ice cube releases an energy effect in the shape of a 20-foot-radius burst with an effective range of Long. A double of ice cube deals 15d6 cold damage.

A single of music note releases an energy effect in a 20-foot-radius emanation centered on the casinoid. A double of music note deals 15d6 sonic damage.

Effect Symbols
Symbols 7 through 11 on a casinoid's reels create a variety of special effects that are organized by type. They interact with each other and with the energy symbols in a great variety of ways.











Symbols 6 and 12 are both wrench symbols. They are capable of creating mechanical effects that positively affect or otherwise enhance the casinoid's battle capabilities.

Payouts
All the possible outcomes of a spin that results in an effect are called payouts. Payouts are grouped by symbol below. For any caster level dependent effect, the casinoid's caster level is its challenge rating + 2 (normally CL 15th).

Any save DCs associated with a casinoid's slots are Charisma-based (normally DC 27).