Astral constructs are brought into being by the
metacreativity power
astral construct. They are formed from raw ectoplasm (a portion of the astral medium drawn into
the Material Plane). The
power points spent by the construct's creator during the manifestation of the power determine the level of the astral construct created. However, even astral constructs of the same level vary somewhat from each other, depending on the whims of their creators.
Astral constructs act as directed by their creators. As a
free action, a construct's manifester can direct the construct to attack particular enemies, use specific tactics or powers,
perform other actions, or do nothing at all. The construct does exactly what its creator directs it to do.
An astral construct generally appears as an animate clump of ectoplasm with a vaguely humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature's size. The quality of such "construct sculpture" is determined by a
Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the
Craft (sculpting) check result, though, an astral construct's appearance can't
hide the otherworldly material from which it is formed.
Construct Traits: An astral construct has immunity to
poison,
sleep, paralysis, stunning,
disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits,
nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or
energy drain. It cannot
heal damage, but it can be repaired.
Special Abilities: Every time an astral construct is created, the manifester can choose to apply one
special ability to the construct. When the manifester begins to manifest the
astral construct power, he chooses one or more
special abilities from a menu of abilities appropriate to that level of astral construct.
CREATING AN ASTRAL CONSTRUCT
When manifesting the
astral construct power, the manifester assembles the desired creature from a menu of choices, as specified in the construct's statistics block. A manifester can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless
the ability specifically notes that stacking is allowed.
An astral construct does not need to meet the
prerequisites for a feat granted by a menu choice.
Buff (Ex): The astral construct gains an extra 5
hit points.
Celerity (Ex): The astral construct's land
speed is increased by 10 feet.
Cleave (Ex): The astral construct gains the
Cleave feat.
Fly (Ex): The astral construct has physical wings and a
fly speed of 20 feet (average).
Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat.
Mobility (Ex): The astral construct gains the
Mobility feat.
Power Attack (Ex): The astral construct gains the
Power Attack feat.
Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains
resistance 5 against that energy type.
Swim (Ex): The astral construct is streamlined and shark like, and gains a
swim speed of 30 feet.
Trip (Ex): If the astral construct hits with a slam attack, it can attempt to
trip the opponent as a
free action without making a touch attack or provoking
attacks of opportunity. If the attempt fails, the opponent cannot react to
trip the astral construct.
Energy Touch (Ex): If you are a kineticist, the astral construct's physical attacks are wreathed in your energy type, dealing an extra 1d6 points of energy
damage. If you are not a kineticist, the astral construct deals an extra 1d4 points of
damage of an energy type you choose (fire, cold, acid, or electricity) when you manifest the construct.
Extra Attack: If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on
damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
Fast Healing (Ex): The astral construct heals 2
hit points each round. It is still immediately destroyed when it reaches 0
hit points.
Improved Buff (Ex): The astral construct gains an extra 15
hit points.
Improved Critical (Ex): The astral construct gains the
Improved Critical feat with its slam attacks.
Improved Fly (Ex): The astral construct has physical wings and a
fly speed of 40 feet (average).
Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.
Improved
Swim: The astral construct is streamlined and sharklike, and gains a
swim speed of 60 feet.
Muscle (Ex): The astral construct gains a +4 bonus to its Strength score.
Poison Touch (Ex): If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 astral construct's HD + astral construct's Cha modifier) or take 1 point of Constitution
damage. One minute later, the target must save again or take 1d2 points of Constitution
damage.
Pounce (Ex): If the astral construct charges a foe, it can make a full attack.
Smite (Su): Once per day the astral construct can make one attack that deals extra
damage equal to its Hit
Dice.
Trample (Ex): As a
standard action during its turn each round, a Large or larger astral construct can literally
run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning
damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct's Hit
Dice + astral construct's Str modifier) to negate the
damage, or it can instead choose to make an
attack of opportunity at a -4 penalty.
Blindsight (Ex): The astral construct has
blindsight out to 60 feet.
Constrict (Ex): The astral construct has the
improved grab ability with its slam attack. In addition, on a successful
grapple check, the astral construct deals
damage equal to its slam
damage.
Energy Bolt (Sp): The astral construct can manifest
energy bolt (
manifester level 8th) as a
standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it.
Extra Buff (Ex): The astral construct gains an extra 30
hit points.
Extreme Damage Reduction (Ex): The astral construct's surface forms hard, armor-like plates and provides an additional 6 points of
damage reduction.
Natural Invisibility (Su): The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the
invisibility purge spell.
Rend (Ex): The astral construct makes claw attacks instead of slam attacks (it deals the same amount of
damage as it would with its slam
damage, but does slashing
damage instead of bludgeoning
damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra
damage equal to 2d6 + 1-1/2 times its Str modifier.
Spring Attack (Ex): The astral construct gains the
Spring Attack feat.
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