Difference between revisions of "Casinoid (3.5e Monster)"

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A triple payout, where all three symbols match, generally creates far more powerful effects than a regular double one. Check the appropriate table below and see the effect in the table with the matching triple symbol. The probability of a triple payout occurring is roughly 1%.
 
A triple payout, where all three symbols match, generally creates far more powerful effects than a regular double one. Check the appropriate table below and see the effect in the table with the matching triple symbol. The probability of a triple payout occurring is roughly 1%.
  
Any save DCs associated with a casinoid's slots are [[SRD:Charisma|Charisma]]-based (normally DC 27). Any non-instantaneous effect with an unstated duration lasts a maximnum of 1 minute.
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Any save DCs associated with a casinoid's slots are [[SRD:Charisma|Charisma]]-based (normally DC 27). Any non-instantaneous effect with an unstated duration lasts a maximnum of 1 minute. Payout effects that have no appropriate targets within a range of Close (25 ft. + 5 ft./2 [[SRD:Caster Levelcaster levels]]) do not occur.
  
 
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Revision as of 12:32, 10 November 2017


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Author: Sulacu (talk)
Date Created: October 25, 2012
Status: Complete!
Editing: Clarity edits only please
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Casinoid
Size/Type: Large Construct
Hit Dice: 20d10+130 (330 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 33 (-1 size, +2 Dex, +15 natural, +7 deflection), touch 18, flat-footed 31
Base Attack/Grapple: +15/+27
Attack: Slam +22 melee (4d6+12)
Full Attack: 2 slams +22 melee (4d6+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fate spin, Double Spin, Respin, TILT!
Special Qualities: Construct traits, DR 15/adamantine, magic immunity, reinforced plating +5
Saves: Fort +11, Ref +8, Will +10
Abilities: Str 27, Dex 14, Con —, Int 12, Wis 18, Cha 25
Skills: Listen +27, Spot +27, Spellcraft +25
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Varies
Alignment: Chaotic neutral
Advancement: 21-50 HD (Large)
Level Adjustment:


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. It may lower its magic immunity at will to let its own spells and the spells of its allies affect it.

Fate Spin (Sp): 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.

Double Spin (Su): 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.

Respin (Su): 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.

TILT! (Ex): If a casinoid gets hit hard enough, it goes TILT! It automatically uses its Fate Spin ability out of turn and may make any actions associated with the payout as free actions. A casinoid goes TILT if it takes more than 10% of its maximum hit points (normally 33) as damage from a single targeted attack (after applying any damage reduction or resistances in effect), or if it takes more than 20% (normally 66) as damage from an area effect that includes it.

The Fate Spin Slot Machine

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.

Table: Slot Symbols

d12 Symbol d12 Symbol
1 Flame 7 Black skull
2 Lightning bolt 8 Chimera
3 Slime 9 Clock
4 Ice cube 10 Pyramid
5 Music note 11 Shield
6 Wrench 12 Wrench

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.

Flame: 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.

Lightning Bolt: The lightning bolt symbol is capable of creating electricity effects. A single of lightning bolt focuses any energy effect into a 60-ft line. A double of lightning bolt deals 15d6 electricity damage.

Slime: The slime symbol creates acid effects. 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.

Ice Cube: The ice cube symbol creates cold effects. 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.

Music Note: The music note symbol creates sonic effects. 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.

Black Skull: The black skull symbol creates effects centered around necromancy, death, and destruction.

Chimera: The chimera symbol creates effects that transmute and polymorph their targets.

Clock: The clock symbol presides over effects that manipulate time.

Pyramid: Themed after the enlightened sages of old, the pyramid conjures, creates, and summons effects, objects, and creatures.

Shield: The shield symbol is capable of creating abjurations and other protective magics, often warding against threats or conferring a helpful effect to the casinoid.

Wrench

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 result from any spin result that has two or three matching symbols. 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).

A double payout, where two symbols match, creates an effect as per the appropriate table below. The chance of a payout occurring on any given Fate Spin is 37.5%.

A triple payout, where all three symbols match, generally creates far more powerful effects than a regular double one. Check the appropriate table below and see the effect in the table with the matching triple symbol. The probability of a triple payout occurring is roughly 1%.

Any save DCs associated with a casinoid's slots are Charisma-based (normally DC 27). Any non-instantaneous effect with an unstated duration lasts a maximnum of 1 minute. Payout effects that have no appropriate targets within a range of Close (25 ft. + 5 ft./2 SRD:Caster Levelcaster levels) do not occur.

Double and Triple Payouts

Double Flame
Third Symbol Effect
Flame (triple) 10/level fire damage in a 60-foot cone (Reflex half). Any creature that took damage will take 1d6/3 levels fire damage each subsequent round for 1 minute (no save).
Lightning bolt 1d6/level fire damage in a 60-foot line (Reflex half).
Slime 1d6/level fire damage to any creature and object within four 10-foot cubes of the casinoid's choice (Reflex half).
Ice cube 1d6/level fire damage in a 20-foot-radius burst (range Long).
Music note 1d6/level fire damage in a 20-foot-radius emanation centered on the casinoid.
Black skull Duplicates the effect of an empowered Jack-o'-lantern bomb, with its negative energy damage channeled into vile damage.
Chimera Duplicates the effects of transmute rock to lava.
Clock Throws a bolt dealing 15d6 fire damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid Duplicates the effects of flame blade, turning the casinoid's slam into a touch attack that deals fire damage.
Shield Casinoid gains Protection from Energy (fire).
Wrench Casinoid gains a fire shield effect (no damage cap).
Double Lightning Bolt
Third Symbol Effect
Flame 1d6/level electricity damage in a 30-foot cone (Reflex half).
Lightning bolt (triple) 10/level electricity damage (Reflex half) in a 120-foot line (Reflex half). Targets that take damage are numbed without save for 10 minutes and must make a Fortitude save vs paralysis (2d4 rounds).
Slime 1d6/level electricity damage to any creature and object within four 10-foot cubes of the casinoid's choice (Reflex half).
Ice cube 1d6/level electricity damage in a 20-foot-radius burst with a range of Long (Reflex half).
Music note 1d6/level electricity damage in a 20-foot-radius emanation centered on the casinoid.
Black skull Duplicates the effects of bolt of indra.
Chimera Conjures a ball lightning that moves by the casinoid's command, lasting for 2d4 rounds.
Clock Throws a bolt dealing 15d6 electricity damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid Summons a greater storm elementalMM3 under the casinoid's control.
Shield Casinoid gains Protection from Energy (electricity).
Wrench Casinoid gains an electricity-substituted fire shield effect (no damage cap).
Double Slime
Third Symbol Effect
Flame 1d6/level acid damage in a 30-foot cone (Reflex half).
Lightning bolt 1d6/level acid damage in a 60-foot line (Reflex half).
Slime (triple) 10/level acid damage to any creature and object within eight 10-foot cubes of the casinoid's choice (Reflex half). Any damaged unattended metal objects are destroyed and any metal items held or worn by a damaged creature must make a Fortitude save or be destroyed.
Ice cube 1d6/level acid damage in a 20-foot-radius burst with a range of Long (Reflex half).
Music note 1d6/level acid damage in a 20-foot-radius emanation centered on the casinoid.
Black skull Duplicates the effects of swamp of the underworld.
Chimera Duplicates the effects of transmute water to acid.
Clock Throws a bolt dealing 15d6 acid damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid Duplicates the effects of green slimeSpC.
Shield Casinoid gains Protection from Energy (acid).
Wrench Casinoid gains an acid-substituted fire shield effect (no damage cap).
Double Ice Cube
Third Symbol Effect
Flame 1d6/level cold damage in a 30-foot cone (Reflex half).
Lightning bolt 1d6/level cold damage in a 60-foot line (Reflex half).
Slime 1d6/level cold damage to any creature and object within four 10-foot cubes of the casinoid's choice (Reflex half).
Ice cube (triple) 10/level cold damage in a 40-foot-radius burst with a range of Long (Reflex half). Any creature that took damage will take 2d6 + 1/3 levels Dexterity damage (no save).
Music note 1d6/level cold damage in a 20-foot-radius emanation centered on the casinoid (Reflex half).
Black skull Duplicates the effects of a freeze blood spell.
Chimera Turns all ground in a 30-foot radius into wet, slippery ice, turning it into difficult terrain. The slippery ice functions as a persistent grease spell throughout the area. The casinoid itself is immune.
Clock Throws a bolt dealing 15d6 cold damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid 1d3 sharp spires of ice suddenly burst from the ground. Functions like sudden stalagmiteSpC, except half the damage is cold.
Shield Casinoid gains Protection from Energy (cold).
Wrench Casinoid gains a cold-substituted fire shield effect (no damage cap).
Double Music Note
Third Symbol Effect
Flame 1d6/level sonic damage in a 30-foot cone (Fortitude half).
Lightning bolt 1d6/level sonic damage in a 60-foot line (Reflex half).
Slime 1d6/level sonic damage to any creature and object within four 10-foot cubes of the casinoid's choice (Reflex half).
Ice cube 1d6/level sonic damage in a 20-foot-radius burst with a range of Long (Fortitude half).
Music note (triple) 10/level sonic damage in a 40-foot-radius emanation centered on the casinoid. Susceptible objects and creatures are exposed to a shatter effect (no save), and creatures must make a Fort save vs permanent deafening.
Black skull Casinoid emanates a zome of silence in a 30-foot radius around itself.
Chimera Casinoid releases an enchanting musical tune that duplicates the effect of irresistible dance in a target creature.
Clock Throws a bolt dealing 15d6 sonic damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid Summons an obnoxious flying thing that constantly shrieks, unleashing the effect of sound burst every turn. The flying thing remains within a space adjacent to the casinoid and doesn't hurt its master, has 20 hit points and an AC of 30.
Shield Casinoid gains Protection from Energy (sonic).
Wrench Casinoid gains a sonic-substituted fire shield effect (no damage cap).
Double Black Skull
Third Symbol Effect
Flame Raises up to 2d4 nearby corpses as ash ghouls
Lightning bolt Dupliates the effects of waves of fatigue.
Slime Duplicates the effects of blood to adrenaline
Ice cube Raises corpse as an undying knight with the rimebound fallen template.
Music note Duplicates the effects of power word kill.
Black skull (triple) Duplicates the effects of a wail of the banshee spell.
Chimera Duplicates the effects of a bonesplinter spell.
Clock Magically ages one creature by two age categories (Fortitude partial for only 1 age category). If this would age the target beyond Venerable, they must save or die. Success means they remain Venerable.
Pyramid Summons 4d4 bonewheels under the Casinoid's control.
Shield Duplicates the effects of antilife shell
Wrench Duplicates the effects of bonetitan frame on the Casinoid for 1 minute.
Double Chimera
Third Symbol Effect
Flame Casinoid gains the effects of equipping a blazestone.
Lightning bolt Casinoid gains the effect of equipping an arcstone.
Slime Casinoid gains the effect of equipping a searstone.
Ice cube Casinoid gains the effect of equipping a rimestone.
Music note Casinoid gains the effect of equipping a bellowstone.
Black skull Duplicates the effects of disintegrate.
Chimera (triple) Duplicates the effects of shapechange, with the casinoid as the target. Even when it changes shape due to this payout, the casinoid retains its reels and may continue spinning them as normal.
Clock Duplicates the effects of temporal stasis.
Pyramid Duplicates the effects of animate objects.
Shield Casinoid gains an earth elemental's earth glide ability.
Wrench Duplicates the effects of asura.
Double Clock
Third Symbol Effect
Flame Duplicates the effects of delayed blast fireball
Lightning bolt standard action per round for 5 rounds.
Slime Duplicates the effects of a widened slow spell.
Ice cube Duplicates the effects of cryostasis
Music note Casinoid releases a haunting hymn that momentarily halts creatures' perceptions of time (Will negates). Creatures that fail their save skip their next turn. Does not affect mindless or deaf creatures.
Black skull Casinoid's slam attacks gain the mortalbane quality, dealing additional damage as per the bane quality against all living creatures with limited lifespans.
Chimera Duplicates the effects of haste.
Clock (triple) Duplicates the effects of time stop.
Pyramid Summons a time devil under the Casinoid's control for 1 minute.
Shield Duplicates the effects of reject to return to how it was up to 5 rounds previously. If the result would be more harmful than beneficial to the casinoid, it may choose to not use this ability.
Wrench Casinoid gains fast healing 25 for 1 minute.
Double Pyramid
Third Symbol Effect
Flame Summons a huge fire elemental under the casinoid's command for 1 minute.
Lightning bolt Summons a huge storm elementalMM3 under the casinoid's command for 1 minute.
Slime Summons a huge earth elemental under the casinoid's command for 1 minute.
Ice cube Summons a huge water elemental under the casinoid's control for 1 minute.
Music note Summons a huge air elemental under the casinoid's control for 1 minute.
Black skull Summons a small null elemental under the casinoid's control for 1 minute.
Chimera Imbues an unattended weapon with strong magic and sapience, creating an intelligent +3 animated weapon. It returns to being a regular weapon after 1 minute.
Clock Summons a time devil under the casinoid's command for 1 minute.
Pyramid (triple) Duplicates the summoning effect of gate, calling any non-unique creature of a CR up to the casinoid's caster level.
Shield Grants the casinoid a shield with 100 hit points and hardness 10 that remains until its hit points are depleted. Rolling this combination again recharges the shield's hit points to full.
Wrench Summons a zelekhut under the casinoid's command
Double Shield
Third Symbol Effect
Flame Casinoid becomes immune to fire.
Lightning bolt Casinoid becomes immune to electricity.
Slime Casinoid becomes immune to acid.
Ice cube Casinoid becomes immune to cold.
Music note Casinoid becomes immune to sonic.
Black skull For 1 minute, every creature attacking the casinoid in melee must make a DC 20 Fortitude save or be affected as if by an enervation spell. This payout can not affect any specific creature more than once per round.
Chimera For 1 minute, every creature attacking the casinoid in melee will be affected as if by a baleful polymorph effect.
Clock Propels every creature and object within a 10-foot cube 1d4 rounds into the future. They will appear in the same spot where they disappeared from after the allotted time.
Pyramid Conjures a floating shield object that projects a perimeter shield with a 15-foot radius, 150 hit points and hardness 10. The shield projects a ward of 25 and regains 10 hit points per round, but is destroyed upon reaching 0 hit points.
Shield (triple) Casinoid is immune to all forms of damage for 1d4 rounds.
Wrench Summons a little repair bot (20 hit points, AC 30) that repairs 1d6 points of damage every time one of the casinoid's reels comes up 'Wrench'.
Double Wrench
Third Symbol Effect
Flame Casinoid's slam attacks gain the flaming burst quality.
Lightning bolt Casinoid's slam attacks gain the shocking burst quality.
Slime Casinoid's slam attacks gain the acidic burst quality.
Ice cube Casinoid's slam attacks gain the icy burst quality.
Music note Casinoid's slam attacks gain the sonic burst quality.
Black skull Casinoid's slam attacks also inflict 1 negative level.
Chimera Casinoid gains a stoneskin effect.
Clock Casinoid gains the benefit oftemporal acceleration for the next 2 rounds.
Pyramid Casinoid gains a second set of reels for the next 3 rounds. Both payouts can happen concurrently.
Shield Casinoid gains a floating shield that guards it automatically and confers a +5 shield bonus to AC.
Wrench (triple) Completely restores the casinoid's hit points and removes any negative status effects.



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