Friday, January 19, 2018

Frightful Fridays! Pyrrhamid

Hello and welcome to another edition of Frightful Fridays! Today's monster is a combination of construct and trap, because it is set to explode shortly after it begins combat. The pl ay on words actually came after I decided to make a self-destructing pyramid.

I hope you enjoy the pyrrhamid, and I'll see you next week with another monster. Thanks for reading!



This rapidly spinning and tumbling golden pyramid somehow always has a stylized eye watching in all directions at its top.
Pyrrhamid      CR 11
XP 12,800
N Small construct
Init +8; Senses darkvision 60 ft., diagnostic scan, low-light vision, true seeing, tremorsense 60 ft.; Perception +21
DEFENSE
AC 26, touch 16, flat-footed 21 (+4 Dex, +1 dodge, +10 natural, +1 size)
hp 107 (15d10+20)
Fort +5, Ref +9, Will +7
DR 15/adamantine; Immune construct traits, magic
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee 3 slams +21 (2d4+5), 3 tethers +19 (1d4+2 plus grab)
Special Attacks adamantine tethers, countdown to destruction
Space 5 ft.; Reach 5 ft. (20 ft. with tethers)
Spell-Like Abilities (CL 15th; concentration +21)
   Constant—true seeing
STATISTICS
Str 21, Dex 18, Con —, Int 3, Wis 14, Cha 23
Base Atk +15; CMB +19 (+21 drag, +23 grapple); CMD 34 (36 vs. drag, can't be tripped)
Feats Dodge, Hover, Improved Drag[APG], Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Toughness
Skills Fly +14, Perception +21, Spellcraft +9; Racial Modifiers +12 Spellcraft
ECOLOGY
Environment any (tombs and vaults)
Organization solitary
Treasure double (if the pyrrhamid is prevented from self-destructing)
SPECIAL ABILITIES
Adamantine Tether (Ex) If a pyrrhamid begins its turn with a creature grappled in one of its tethers, it can spend a standard action to entangle the creature in the thin adamantine wire. The wire has hardness 20, 15 hp, and a break DC of 25. A pyrrhamid cannot attack with the tether it has a creature entangled in and cannot move more than 20 feet from that creature, but it is not considered grappled.
Countdown to Destruction (Su) On a pyrrhamid's turn during the first normal round of combat, it initiates a countdown timer, usually set by its owner or 1d4+1 rounds otherwise. At the end of the round where its countdown timer reaches 0, it duplicates the effect of a maximized detonate spell keyed to an energy type it has determined to be most effective based on its diagnostic scan (defaulting to fire).
Even if a pyrrhamid is destroyed, it still counts down to 0. Disabling a pyrrhamid requires it to be destroyed or otherwise immobilized and a successful DC 28 Disable Device check. Its owner can automatically terminate the timer, but the owner must issue a verbal command to do so. The check DC is Charisma-based and includes a +5 racial bonus.
Diagnostic Scan (Su) As a move action, a pyrrhamid can scan all creatures within 30 feet to determine if they have any resistances or immunities to energy from spells or magic items. It must succeed at a Spellcraft check (DC equals 10 + caster level of the spell or effect) for each source of protection. A pyrrhamid cannot discern protection related to a creature’s race (such as the resistances enjoyed by an aasimar).
Immunity to Magic (Ex) A pyrrhamid 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 chill metal spell causes the pyrrhamid to delay its countdown timer for the spell’s duration, with no saving throw.
  • A heat metal spell reduces the pyrrhamid’s countdown timer by 1d4 rounds, with no saving throw.
  • Transmute metal to wood grants reduces the pyrrhamid’s damage resistance to DR 5/adamantine and grants a +5 enhancement bonus on attempts to disarm a destroyed pyrrhamid still in its countdown mode. The pyrrhamid receives no saving throw against this spell and is treated as a non-magic object for purposes of the spell.
  • A pyrrhamid takes full damage from its own maximized detonate spell-like ability.


Pyrrhamids are constructs with a single purpose: to detain and destroy intruders. Regrettably, unless their owners are nearby to shut them down, they destroy themselves along with their intended targets. Pyrrhamids are placed nearby by not within tombs and vaults containing valuable treasure; if they are placed with treasure, their owners set their energy type for the least impact to the treasure when they detonate. Pyrrhamids attempt to ensnare their victims, but give chase to those escaping their grasp. If they can’t detain their prey, they give chase or ensure they are present when their timers expire so they can maximize the damage done to their prey when they explode.

Construction
A pyrrhamid is constructed from a single block of gold and has three inset cat’s eye chrysoberyl gems. The entirety costs 10,000 gp.

Pyrrhamid
CL 15th; Price 25,000 gp
CONSTRUCTION
Requirements Craft Construct, detonate, lesser geas, true seeing, caster must be at least 15th level; Skill Craft (sculpting) DC 20; Cost 17,500 gp