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Maraschin Android (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 12-31-16
Status: Complete
Editing: Clarity edits only please
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Maraschin Android
Size/Type: Medium Construct (Living Construct)
Hit Dice: 6d10+78 (138 hp, shield 30 hp)
Initiative: +9
Speed: 30 ft
Armor Class: 29 (+4 deflection, +9 dex, +6 natural), touch 23, flat-footed 26
Base Attack/Grapple: +4/+10
Attack: +1 Mundiron Multitool +14 melee (1d10+14 plus 6 bloody toughness, 20/x3) or +1 Mundiron Witch-Hunter Stake Crossbow +14 ranged (1d12+1, 18-20/x2)
Full Attack: +1 Mundiron Multitool +14 melee (1d10+14 plus 6 bloody toughness, 20/x3) or +1 Mundiron Witch-Hunter Stake Crossbow +14 ranged (1d12+1, 18-20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Generate Nanoplasm, Guardian, Nano Probe, Siege Mode
Special Qualities: Abnormal Durability, DR 6/-, Hinder Negative/Positive 50%, Immunities, Improved Uncanny Dodge, Internal Weaponry, Magic Immunity, Maraschin Traits, Regeneration 5, Shield
Saves: Fort +13, Ref +14, Will +4
Abilities: Str 29, Dex 29, Con 27, Int 15, Wis 13, Cha 11
Skills: Balance +14, Climb +14, Craft (Any one) +11, Disable Device +11, Escape Artist +14, Hide +14, Knowledge Engineering +11, Knowledge Geography +7, Listen +6, Move Silently +14, Spot +6, Tumble +14
Feats: Born ToughB, Bloody ToughnessB, Critical ToughnessB, Iron Toughness, Natural Toughness, Vengeful Toughness
Environment: Any
Organization: Solitary, Pair, or Pallet (3-12)
Challenge Rating: 7
Treasure: Standard
Alignment: Always True Neutral
Advancement: By character class
Level Adjustment: -


These humanoid constructs have red skin and short black hair, with most of their body being covered in hard armored exterior. One arm secretly hides a crossbow system within, while the other has an attachment not unlike an oversized swiss army knife crossed with a shovel. They work with emotionless duty.

Constructions of an alien presence known as the Nanoplast Mind these humanoid beings are its fingers upon the world, able to act out activities on a human sized scale with upmost efficiency. They are not mindless, but one would think they were in their dutifulness. This is due to the fact that they technically lack free will, even if they otherwise show all the mental capabilities of a living creature.

Maraschin androids speak common, and computer languages. They stand about 6'1" and weigh about 350 lbs.

CombatEdit

Maraschin androids never engage in combat unless directed to, even stepping to simple diplomacy to keep people from interrupting with their tasks. However in combat they are completely unafraid and selfless, and will sacrifice themselves if it means success for the group as a whole. Maraschin androids seem to have a collective telepathy among themselves, or at least a keen understanding of body language, as they often perform complex plans without a word.

Abnormal Durability (Ex): Maraschin androids always recieve maximum hp per HD. In addition, they do not actually die until they hit -60 hp, and remain conscious but staggered while in the negatives, as if they possessed the Diehard feat.

Generate Nanoplasm (Ex): As a standard action maraschin androids can generate "nanoplasm", a multiple-purpose material which quickly take on various shapes. With it, they can duplicate the effects of major creation, ray of rope, wall of throns, and web at will. However, they can only have one instance of nanoplasm out and active at the same time. A subsequent use dismisses the previous effect.

Guardian (Ex): Any allied creatures adjacent to the maraschin android gain a +2 bonus on AC and saving throws. In addition a maraschin android can enter total defense as a standard action. While in total defense, they can choose to switch places with any ally within their movement speed and back again as an immediate action, though only for the purpose of a single attack.

Feat Abilities: The feat selection of the example maraschin android grants the following abilities: 6 points of vampiric damage from Bloody Toughness, +6 AC against confirming critical hits, DR 6/-, delay up to 30 damage up for 1 round, and deal 6 damage to non-reach melee attackers as rebounded damage.

Immunities: The maraschin android is immune to charm, compulsion, disease, energy drain, exhaustion, fatigue, nausea, paralysis, poison, and sleep effects.

Internal Weaponry (Ex): A maraschin android has an in-build witch-slayer crossbow in their arm, which they may fire and reload one-handed without penalty. They generate their own mundane ammunition automatically, but may choose to load in unique ammunition. Toggling the weapon active or hidden within their arm is the same action it takes to draw the weapon.

Magic Immunity (Ex): A maraschin android is immune to any spell or spell-like ability that allows spell resistance.

Maraschin Traits: Maraschin androids carry modified living construct traits. Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a living construct does not have low-light vision or darkvision. A living construct cannot heal damage naturally (though maraschin androids possess regeneration). Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. Unlike other constructs, a living construct can use the run action. Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct (which is further cut to a quarter due to hindrance). A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -50 (due to abnormal durability), a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. They can be raised or resurrected. They not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. While they do not need to sleep, they must rest for 8 hours before preparing spells.

Unlike most constructs, the maraschino android has a good Fortitude and Reflex save, and 4 + Int for skill points per level.

Nano Probe (Ex): With a touch attack as a standard action, the maraschin android can inject nanomachines into the target on a failed Fortitude save (DC 21), save negates. The process is painless and difficult to notice, but infects the target with a special form of the enslaver virus with the following changes: The maraschin android has the effect of status and scan (no save) on the target. The disease does no Wisdom damage, but does inflict a stacking Wisdom penalty (with the same domination if the penalty equals or exceeds your Wisdom score) only for the purposes of saves against the disease. The suggestions are in line with the goals of the maraschin android. The android can free the infected target at any time as a free action. And it can effect constructs and undead as if they were living. Unless otherwise instructed to do so, most maraschin androids use this merely as an information gathering technique.

Regeneration: The maraschin android's regeneration is bypassed by mundane (but not magical) damage.

Siege Mode (Ex): As a standard action the maraschin android can enter siege mode. While in this form, its movement speeds are reduced to 5 feet. For every consecutive attack against the same target, the maraschan android gains a +1 bonus to attack rolls (to a maximum of +5) for up to 1 minute since the last attack. Additionally for the purposes of severe weather projectiles in siege mode count as siege attacks and the maraschin android itself counts as 2 sizes larger than its actual size for the purposes of wind effects on creatures. Attacks also bypass object hardness of 10 + 1/2 its HD or less (or 13 in the example above). They gain a +2 bonus on ability checks to resist being bull rushed, grappled, overrun and tripped when standing firmly on a solid surface.

Shield (Ex): The maraschin android has a personal shield with fast recharge, gaining 6 hp each round. When the shield is down, the maraschin android loses their +4 deflection bonus.

Multitool: The multitool that the maraschin android uses is a unique weapon to it. It is effectively a Combat Shovel which can switch between piercing, slashing, bludgeoning, or nonlethal forms of those three damage types as a free action on their turn. In addition its various tool bits make it a Masterwork Toolbag. Multitools melt away when their corresponding android is slain, but in theory they can be used if their owner is somehow kept alive. However, the maraschin android always knows the direction and distance of its multitool. If destroyed, the maraschin android can create a new one after 24 hours of work.


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