Animated Object, Huge
Size/Type: Huge Construct
Hit Dice: 8d10+40 (84 hp)
Initiative: -1
* Speed: 40 ft, 20 ft. burrow
Armor Class: 13 (-2 size, -1 Dex, +6 natural), touch 7, flat-footed 13
Base Attack/Grapple: +6/+19
Attack: Slam +9 melee (2d6+7)
Full Attack: Slam +9 melee (2d6+7)
Space/Reach: 15 ft./10 ft. (long) 15 ft./15 ft. (tall)
Special Attacks: See text
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; also see text
* Saves: Fort +2, Ref +1, Will 10
* Abilities: Str 20, Dex 8, Con Ø, Int 27, Wis 27, Cha 27 : +2
* Skills: (2+int) x 11 or as per rebuild
* Feats: 3
Environment: Any
Organization: Solitary
* Challenge Rating: 5^n
* Treasure: *
* Alignment: *
Advancement: —
Level Adjustment: —
*= changes made
Construct Type
A construct is an animated object or artificially constructed creature.
Features
A construct has the following features.
10-sided Hit Dice.
Base attack bonus equal to ¾ total Hit Dice (as cleric).
No good saving throws.
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).
Huge 40
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 exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that 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.
Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not eat, sleep, or breathe.
Awaken Sand qualities
Immune to Polymorph
3d6 mental scores
statistics as Huge Animated Object
Language 1+1 / int bonus
A sand creature can engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs.
The sand creature merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the creature, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward. Engulfed opponents are considered grappled and are trapped within the sand creature's body. The sand creature deals 1d6+3 points of damage to trapped opponents each round after the one in which it engulfed them. Opponents that need to breathe risk suffocation (see page 304 of the Dungeon Master's Guide).
The save DC is Strength-based.
Sand creatures are amorphous and can do anything sand would be expected to do—hide perfectly atop other sand, form into dunes and drifts, and pour through small openings (although passing through an opening two size categories smaller than the creature takes a full-round action).
black moil maximized empowered enervate blacksand
This spell creates an area of black sand (see page 20), infused with shadowstuff and negative energy.
A region of black sand literally swallows light, emitting magical darkness rising to a height of 20 feet over the surface.
Creatures that come in contact with the sand take 1d4 points of damage per round from negative energy (no save).
Those reduced to 0 hit points crumble into black sand themselves.
Creatures can make Reflex saves to avoid being caught in the area upon which the spell is first cast.
Only the surface of the sand is affected by the spell, so creatures burrowing beneath an area of black sand are unaffected unless they break its surface.
Creatures that do so immediately take damage from the spell.
Black Moil
Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points of negative energy damage +1d6 per two spell levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect.
Maximized
All variable, numeric effects of a spell modified by this feat are maximized.
Empowered
All variable, numeric effects of an empowered spell are increased by one-half.
Enervated
Your spells are infused with negative energy. An enervated spell deals an extra 50% damage to living creatures, but deals 50% less damage to constructs, undead, and objects.
Touch = 4 (1d4) + 12 (2d6) + 8 (Empowered) + 8 (Enervate) (or is it 12 for the second half again?) [neg energy]
Slam = 2d6 +7 +32 (touch)
(the second biggest (not a full caster) disadvantage i see is that it emanates magical darkness, i dont know if that means its blind/has cover)
Soul Eater 10
BAB 16
Ref 8, Fort 10, Will 17
Energy drain (touch 2lvls), +4 str (24 hours), (2/day 10d6 energy blast), +2 saves / ability checks / skill checks (24 hours),
+4 con enhancement (24 hours), shapechange to victim (24 hours), +4 dex (24 hours), control created wights, sp/su +2 DC and double su usage (24 hours)
Animated Object, Huge lvl 10 Soul Eater
Size/Type: Huge Construct
* Hit Dice: 8d10+40 (84 hp) + 10d8 (45 hp)
* Initiative: -1 (+1 24 hour drain)
* Speed: 40 ft, 20 ft. burrow
Armor Class: 13 (-2 size, -1 Dex, +6 natural), touch 7, flat-footed 13 (24 hour drain +2)
* Base Attack/Grapple: +16/29 (18/31 w/ drain)
* Attack: * Slam +9 melee (2d6+7) (not refigured)
* Full Attack: * Slam +9 melee (2d6+7) (not refigured)
Space/Reach: 15 ft./10 ft. (long) 15 ft./15 ft. (tall)
Special Attacks: Energy Drain 2d6, Energy drain 32 dmg, Energy blast 10d6
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; also see text
* Saves: Fort +9, Ref +8, Will 17 (+2 w/ drain) (+2 Ref w/ drain)
* Abilities: Str 20, Dex 8, Con Ø, Int 27, Wis 27, Cha 27 : +4
* Skills: (2+int) x 11 or as per rebuild
* Feats: 7
Environment: Any
Organization: Solitary
* Challenge Rating: 5^n
* Treasure: *
* Alignment: *
Advancement: —
Level Adjustment: —
*= changes made
just needs 2 dips to finish out 20 w/out a rebuild. maybe binder 1 and or blackgaurd 1 or 2
i also like the Dark-Ur version that takes Ur-priest to 10 and summons / robs effreti's of their wishes. w/ rebuilding the construct hd it should get 3 free wishes a day at level 15.
ok, time for making fun of my CO inadequacies... have at it
=======================================
you open the door to what you expect to be a cellar. its dark. [spellcraft] you think its magical darkness. [countermessure darkness] the room seems empty. everything is dirty. you descend the stair [whose first] the floor seems to be covered in a dark colored sand. you take 32 dmg and two negative levels (10 more dmg). roll init.