Luddae (3.5e Monster)
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|Hit Dice:||6d6+12 (33 hp)|
|Speed:||10 ft, fly (good) 80 ft|
|Armor Class:||29 (+8 dex, +2 size, +7 wis), touch 29, flat-footed 19|
|Attack:||Talons +13 melee (1d2-3 plus dismantle, 20/x2)|
|Full Attack:||Talons +13 melee (1d2-3 plus dismantle, 20/x2)|
|Space/Reach:||2½ ft/0 ft|
|Special Attacks:||Deteriorating Screech, Dismantle, Throw Voice|
|Special Qualities:||Aura of Malfunction, Blind, Blindsense 120 ft, Blindsight 60 ft, DR 5/cold iron, Evasive, SR 17|
|Saves:||Fort +4, Ref +13, Will +12|
|Abilities:||Str 5, Dex 26, Con 14, Int 11, Wis 25, Cha 13|
|Skills:||Bluff +10, Disable Device +19, Hide +25, Listen +17, Move Silently +17, Tumble +17|
|Feats:||Weapon FinesseB, Skill Focus (Disable Device)B, Dodge, Mobility, Flyby Attack|
|Organization:||Solitary, Pair, or Fatigue (3-12)|
|Alignment:||Often True Neutral or Neutral Evil|
|Advancement:||7-12 HD (Tiny), 13-18 HD (Small)|
We can't stop here, this is luddae country!
In the struggle between nature and civilization, not all fey chose to retreat into their forest homes or adapt to the reality of civilization at their door. Some violently oppose the unnatural progress of advanced tool users, and few are as vicious about it than the luddae.
The luddae appear as oversized bats, devoid of eyes and whose face is dominated by a massive lamprey-like mouth. Terrifying to look at and often coming in swarms, these blind nocturnal creatures seek out machines and technology and dismantle them in an orgy of anger and zeal. It is their belief that nature's voice has weakened over the ages, to the point where even their sensitive oversized ears have trouble hearing her. Only by removing the stain of civilization can Mother Earth be healed. They follow this dogma with blind devotion and zeal, daunted only by the sheer size and power of civilization as a whole.
Luddae are intelligent, but often choose only to scream in their harsh voices and rarely speak to others. When they do, they speak only Sylven (or rarely Druidic to those friendly with druids). Because of their zeal, many are evil but a few more reasonable members still exist.
Luddae are glass cannons, and while their evasiveness will keep them alive they hesitate to fight against large groups. They use ambush and hit and run tactics, tearing machines apart one cog at a time until nothing remains, and using surprisingly advanced traps and tactics to throw battles in their favor.
Aura of Malfunction (Su): Creatures within 30 ft of a luddae find their tools begin to have terrible misfortune. Metal manufactured weapons and the natural attacks of constructs fumble on a natural 2 as well as natural 1, and always result in the creature re-rolling the attack roll against themselves. Complex items with moving parts (such as a crossbow or a cart) suffer a 10% chance of simply not working each round due to some malfunction.
Deteriorating Screech (Su): Luddae may scream, dealing 1d4 points of sonic damage in a 15 ft cone (no save). Manufactured objects instead take 3d6 damage which bypasses hardness, with a Fortitude save to negate. Mundane items can be destroyed, while magic items are only rendered disabled if they hit 0 hp, and will cease function until repaired (as per Dismantle below).
Dismantle (Ex): Whenever the luddae makes an attack (or a touch attack, dealing no damage) against an object they may roll a Disable Device check. They may disable any manufactured object, even if it doesn't have moving parts (such as a sword). Disabled objects cannot be used for their function, either ceasing to work or becoming an improvised weapon in the case of weapons. Disabled objects can be restored to functionality with an appropriate Craft check (a standard action) with a DC equal to the DC of the Disable Device check. It may also use Wisdom for its Disable Device checks.
In addition, they disable objects at extraordinary speed. The time is takes to disable the device is replaced by the number of successful dismantle attempts is needed. For example, a simple item only needs 1 attack while a wicked item requires 2d4 attacks. For every 5 points it exceeds the DC, it counts as having made an additional successful dismantle attempt.
They may disable any trap, even magical traps, as if they were a rogue.
In addition as an immediate action it can take a 5 ft step. This is in addition to the 5 ft step it can take normally, nor does it prevent any other move actions. It often uses this to avoid attacks.
Throw Voice (Ex): As a free action, the luddae may make a bluff check to make it seem as if it's voice was coming from another location within 100 ft of the luddae. They often combine this with the cover of darkness to befuddle would-be opponents.