Battlemind Docent (3.5e Monster)
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|Battlemind Docent||Battlemind Iron Golem|
|Size/Type:||Diminutive Construct||Large Construct|
|Hit Dice:||4d10+20 (42 hp)||18d10+30 (129 (shield 65hp) hp)|
|Speed:||20 ft.||30 ft.|
|Armor Class:||17 (+4 dex, +3 natural), touch 14, flat-footed 13||37 (+4 deflection, –1 size, +2 Dex, +22 natural), touch 15, flat-footed 34|
|Base Attack/Grapple:||+3/-9 (+7 bonding)||+12/+31|
|Attack:||Slam +9 melee (1d2-4 plus 1 fire, 20/x2)||Slam +26 melee (2d10+14 plus 1d6 fire)|
|Full Attack:||Slam +9 melee (1d2-4 plus 1 fire, 20/x2)||2 slams +26 melee (2d10+14 plus 1d6 fire)|
|Space/Reach:||5 ft./5 ft.||10 ft./10 ft.|
|Special Attacks:||Arc Bolt, Arc Cutter, Bonding, Maneuver-Like Abilities, Style Impression||Arc strike, breath weapon, maneuver-like abilities|
|Special Qualities:||Adamant Carapace, DR 5/magic, Immune to Fire, Immunity to Magic||Construct traits, damage reduction 15/adamantine, darkvision 60 ft., fast healing 6, immunity to magic, low-light vision, shield|
|Saves:||Fort +1, Ref +5, Will +1||Fort +6, Ref +8, Will +6|
|Abilities:||Str 2, Dex 18, Con -, Int 13, Wis 11, Cha 17||Str 39, Dex 15, Con —, Int 13, Wis 11, Cha 17|
|Skills:||Hide +23, Martial Lore +8, Move Silently +11||Hide +5, Martial Lore +8, Move Silently +9|
|Feats:||Combat Expertise, Improved Initiative||Combat Expertise, Improved Initiative|
|Organization:||Solitary||Solitary or gang (2–4)|
|Challenge Rating:||4 or +3 base CR||16|
|Alignment:||Usually Neutral||Always neutral|
|Advancement:||5-8 HD (Diminutive), 9-12 HD (Tiny)||19–24 HD (Large); 25–54 HD (Huge)|
An adorably small construct about the size of a rat skitters between your legs, shaped like a beetle with six legs, two pincer-like arms, and a stiff adamantine carapace. The thing seems mostly harmless, until it clambers up the arm of the nearby iron golem and attaches to its chest. Suddenly the iron golem's eyes light up with a terrible piercing intelligence...
The battlemind docent was a product of war. After the succeess in generating thinking intelligent constructs in the form of warforged, scientists attempted to reverse engineer the warforged docent to see if they could imbue the sentient spheres onto non-warforged designs. The end result was the battlemind docent, a mobile docent which is a construct in its own right. Intelligent and capable of martial maneuvers, it is fairly harmless fighting on its own. However if it is allowed to bond with another construct, it can take the construct over and access an expanded list of maneuvers powered by a much stronger body. However, due to apparent instabilities in the programming which led to several unfortunate berserk golems, the production of these docents has ceased... legally anyways.
The battlemind docent resembles a metallic beetle with a black adamantine shell and composite body. It is only 8 inches long, but weighs 4 pounds. Battlemind docents do not speak but have a telepathic bond with their hosts, if the host golems have minds of their own.
Combat (Battlemind Docent)
Battleminds know they are vulnerable and never present a stand up fight. It flees to locate a suitable construct host as soon as possible, and attempts to bond with it. Once it possesses a new body, it fights with all the cunning and fury of a skilled warrior. It considers its hosts as expendable and will sacrifice them if tactically prudent for the sake of the mission.
Adamant Carapace (Ex): The battlemind docent has a relatively soft inner body, but a hard outer shell. While it provides no armor class benefits it does grant an additional 5 hit points per HD. When it has bonded with a construct host, the battlemind docent's adamantine carapace makes a form-fitting seal against the body of the golem, protecting the vulnerable docent. While bonded, the battlemind docent has hardness 20.
Arc Bolt (Su): As a standard action the battlemind carapace can project a small jet of flame with a ranged touch attack in 30 feet. It deals 1d6 fire damage.
Arc Cutter (Su): A battlemind carapace can generate a small torch to burn or weld small metal objects together. As a full-round action it can attempt to set fire to a flammable object or weld two pieces of metal with a hardness of 15 and below together as a touch attack. It can weld up to 1 cubic foot of metal each round.
Bonding (Ex): As a full-attack action the battlemind docent can leap at its target and attempt to bond with it. The battlemind docent can jump up to half its move speed (10 feet) without a Jump check and make a touch attack, provoking an attack of opportunity as it does so (though it does not have a chance of disrupting this attack). If the touch attack is successful any construct creatures take 1 point of damage and must make a Will save, DC 15, or fall under the control of the docent as if by magic jar. This bypasses immunity to mind-affecting effects. Once in control, the adamant carapace shuts flush against the creature's skin granting the docent hardness 20. The docent may be targeted while bonded to a host construct at a -4 penalty. Otherwise the only effective way to remove a docent is through destroying its host, destroying the docent (with the host's AC and -4 to the attack roll), or otherwise making the host unsuitable for combat, so the battlemind docent abandons the body. The host construct's will is replaced by the docent and it may select new maneuvers as defined in Style Impression. The host construct gains the Battlemind template (shown below) for the duration.
A battlemind docent can remain attached to a construct indefinitely, and if possible it will be found in this state. It will abandon its body if it is tactically sound to do so, as the actual body of a battlemind docent is rather weak.
Style Impression: A battlemind docent possesses the knowledge of golem heart maneuvers levels 1st through 9th which is knows but cannot access. Only by bonding with another construct can it employ them by proxy, using the strength of its host to initiate the maneuvers. When bound to a host it can learn one maneuver at each level and may add them to the list of maneuver-like abilities it possesses. The original CR of the host creature determines the initiator level and the level of access of maneuvers a host has to the style. For example, a CR 13 creature only can learn up to the 7th level maneuvers, while a CR 17 creature can learn up to 9th level maneuvers. As is normal with maneuver-like abilities the host golem does not need to qualify for the pre-requisities of the maneuvers.
Combat (Battlemind Iron Golem)
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Maneuver-Like Abilities: arcane consumption strike (strike), body of stone (boost), crafter's touch (boost), dust devil blade (boost), endure destruction (counter), heavy body (stance), iron fist (strike), mass impact (counter), prison of the earth spirit (strike), sulutio materia (strike)
The construct gains a +10 bonus to its movement speeds.
Shield (Su): The construct gains the shield ability, except the shield gained is based on its CR, not its HD. For example a CR 13 creature would have a shield which provides 65 hp. While the shield is active, the construct gains a +4 deflection bonus to AC. Use the creature's original CR to determine bonus.
Arc Strike (Su): The natural attacks and melee weapons of the construct gain an extra 1d6 fire damage.
Maneuver-Like Abilities: The construct gains the Battlemind Docent's maneuver-like abilities, as well as additional maneuver-like at each level from the golem heart discipline. It uses its original CR to determine what level maneuvers it knows and its effective initiator level.
Fast Healing (Ex): The construct gains fast healing equal to half of its original CR (round down, minimum 1).
Use the Battlemind Docent's skill ranks or the base creature, whichever are better.
Add the Battlemind Docent's feats known to the base creature. It is also proficient in all simple and martial weapons.
As base creature +3
As Battlemind Docent