DeathJackThe greasy smoke from it’s furnace bears the charnel smell of roasting flesh and bones crushed under the tremendous pressure of it’s hatred. Countless men, women, children, priests, warriors, elderly- even entire villages- have been snuffed out and used as coal for it’s insidious engine. But whatever drives the monstrosity keeps it in some endless quest to claim more souls for the baleful fire burning in it’s belly.HD:d10
Level Bab Fort Ref Will Feature
1 +0 +0 +0 +0 Body of Hatred, Hellforged, Destroyer 1, Unstoppable, +2 Str
2 +1 +0 +0 +0 Death Touch 1, Necromagic 1, Cull Souls (1), +1 Str
3 +2 +1 +1 +1 Rendering, Rebuke Undead, +1 Str
4 +3 +1 +1 +1 Skulls of Hate, Necromagic 2, +1 Str
5 +3 +1 +1 +1 Size Increase (Large), Destroyer 2, +1 Str
6 +4 +2 +2 +2 Cull Souls (2), Necromagic 3, +1 Str
7 +5 +2 +2 +2 Necrovent 1/day, +1 Str
8 +6 +2 +2 +2 Necromagic 4, Death Touch 2, DR 5/Adamantine, +1 Str
9 +6 +3 +3 +3 Cull Souls (3), Unholy Power, +1 Str
10 +7 +3 +3 +3 Necromagic 5, Soul Furnace, Destroyer 3, +1 Str
11 +8 +3 +3 +3 Necrovent 2/day, +1 Str
12 +9 +4 +4 +4 Cull Souls (4), Necromagic 6, +1 Str
13 +9 +4 +4 +4 Death Touch 3, Damage Reduction 10/Adamantine, +1 Str
14 +10 +4 +4 +4 Necromagic 7, +1 Str
15 +11 +5 +5 +5 Necrovent 3/day, Size Increase (Huge), Cull Souls (5), Destroyer 4, +1 Str
16 +12 +5 +5 +5 Necromagic 8, +1 Str
17 +12 +5 +5 +5 Death Touch 4, Damage Reduction 15/Adamantine, +1 Str
18 +13 +6 +6 +6 Cull Souls (6), Necromagic 9, +1 Str
19 +14 +6 +6 +6 Necrovent 4/day, +1 Str
20 +15 +6 +6 +6 Unhallowed Immortality, Destroyer 5, +1 Str
Skills: 2+Int modifier, quadruple at first level. No class skills.
Proficiencies: The Deathjack is proficient in no weapons or armor.
Features: Body of Hatred: The Deathjack loses all other racial bonuses and becomes a construct, with all of its penalties and disadvantages, except for the extra HP:
# No Constitution score.
# Low-light vision.
# Darkvision out to 60 feet.
# Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which makes it lose a level.
The Deathjack is a medium sized construct with base speed 30 feet. It has two Claw attacks dealing 1d6+Str mod damage each and a Gore attack dealing 1d4+1/2 Str mod damage. The Deathjack may attack with both claws and its horns in a full attack. It also gains +2 Str at the first level and an additional +1 Str every additional level.
Hellforged (Ex)The Deathjack may never wear armor or wield weapons, however it may have its body enchanted as though it were a suit of armor and its claws enchanted as weapons. In addition it has a natural armor bonus equal to 5 + Str mod. Each time the Deathjack increases in size it gains +1 to its natural armor.
Destroyer (Su) The Deathjacks powerful claws are capable of sundering and tearing through most anything. Once per day it may declare a smite attack that grants a +4 bonus on its attack roll and a bonus on its damage roll equal to its hit die. It gains an additional use of this ability at levels 5, 10, 15 and 20
Unstoppable (ex): The Deathjack is no mere construct, it is powerful repository for necromantic energies and as such is harder to destroy than usual. While it does not gain the normal bonus hit points based on size as most constructs do it has a sort of vitality granted by its unholy state. While the Deathjack still has no Constitution score it is treated as though it had 14 Constitution for determining Hit points. This effective constitution score cannot be boosted by any means however it increases by 1 every odd level.
Death Touch (Su) The touch of the Deathjack is lethal indeed, Once per day it may channel its necromantic energies into a devastating power. Death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per hit die you possess. If the total at least equals the creature’s current hit points, it dies (no save). Deathjack gains an additional daily use of this ability at levels 8, 13 and 17
Necromagic (Sp)The Deathjack gains the ability to use certain spell like abilities, the caster level for these abilities is equal to its class level. The save DC is 10+1/2 Class level + Str mod. You must still provide expensive material components to use these abilities. The Deathjack may use these abilities by spending a soul but no more than a number of times a day equal to its class level divided by the minimum required level of the ability rounding down. Thus a 10th level Deathjack could use Cause Fear and Inflict Light Wounds 5 times a day, Death Knell and Shatter 2 times a day and the rest of its abilities once a day.
Level 2 Cause Fear, Inflict Light Wounds
Level 4 Death Knell, Shatter
Level 6 Animate Dead, Contagion
Level 8 Death Ward, Inflict Critical Wounds
Level 10 Slay Living, Mass Inflict Light Wounds
Level 12 Create Undead, Harm
Level 14 Destruction, Disintegrate
Level 16 Create Greater Undead, Earthquake
Level 18 Wail of the Banshee, Implosion
Cull Souls (Su)Whenever the Deathjack kills a living enemy it drains the fleeing soul from its victim. Souls last until the end of combat at which point one unused soul escapes per hour. The maximum number of souls the Deathjack can hold at once is equal to 1/3 its level in this class. Souls used to power abilities are destroyed forever. In addition the slain bodies rise again as mindless zombies after 2 days, the Deathjack has no control over these creatures and they will slowly wander towards civilisation to feast on the living.
Rendering (Su) As a Swift action the Deathjack may spend a soul to regain some of its lost hit points, it gains fast healing equal to its class level for one round.
Rebuke Undead The Deathjack may attempt to rebuke undead 3+Str times a day, its effective cleric level for this ability is equal to its level in this class.
Skulls of Hate (Su) The skulls of hate are powerful conduits of necromantic energy and as such they provide the Deathjack an additional soul at the beginning of each of its turns.
Size Increase (Ex): At level 5 the Deathjack increases in size to Large and again at level 15 to Huge. The damage of its natural attacks increases to 1d8 Claw and 1d6 Gore at level 5 and 2d6 Claw and 1d8 Gore at level 16.
Necrovent (Su) The smokestacks on the back of the Deathjack billow out a potent mix of necrotic energy and the ashes of the damned. Once per day it may expel a cloud of this mixture to conceal itself and hinder its opponents. The effect is identical to the Incendiary Cloud spell except that it is powered by negative energy rather than fire and thus heals undead and does not harm constructs. The save DC is 10+1/2 Class Level + Str mod.The cloud lasts for 3 rounds. At levels 11, 15 and 19 the Deathjack gains an additional use per day of this ability. The Deathjack must spend a soul to use this ability.
Damage Reduction (Ex): At level 8 the Deathjack gains DR 5/Adamantine, This improves to DR 10/Adamantine at level 13 and DR 15/Adamantine at level 17.
Unholy Power (Ex) The Deathjacks power is so great that it can even slay those otherwise immune to its powers. All of its abilities may effect creatures immune to death effects, however these creatures gain +5 to their save to resist the effect.
Soul Furnace (Su)The Deathjack may spend the souls it has collected to enhance its already mighty combat prowess. Each soul spent allows it to make an additional attack at its highest attack bonus with one of its weapons. In addition souls may be spent to increase the Deathjacks accuracy or damage. After declaring an attack but before rolling to see if it hits the Deathjack may spend a soul, if it does roll two d20 instead of 1 and take the best result. Souls may also be spent to boost damage, if a soul is spent before damage is rolled the total damage of the attack is multiplied by 1.5. Spending Souls is a Free action.
Unhallowed Immortality (Su)So great is the necromantic power of the Deathjack that it can never truly be destroyed. If it is destroyed in any way after a week it begins to reform. While it is reforming it is completely unable to act in any way but regains 1/20th of its total hit points each day. On the 20th day it becomes active again.
Comments
Obviously a work in progress, I sort of ran out of abilities to add as it is a conversion of a character warjack from Warmachine. The only thing I didn't include is something to represent the Abomination ability (something like frightful presence maybe)