Legend of Zelda: An RPG to the Past
Bound into fine Iron or Golden armor by spellcasters, these Constructs live to serve and will do so until the moment they die. Found in ancient temples and Pirate Fortress alike, the Gerudo mages are most famous for creating these monstrous semi-human suits of armor.
|IRON KNUCKLE||CR 8|
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
AC 21, touch 10, flat-footed 21 ( +11 natural)
HP 75 (10d10 +20)
Fort +3, Ref +3, Will +3
DR 10/adamantine; Immune cold, construct traits, fire; Resist acid 10, electricity 10; SR 19
Weaknesses faith bound
Speed 40 ft.
Melee +1 Keen Dwarven Longaxe +10 / +5 (1d12 +5 / 19-20 (x3) plus bleed) or slam +9 (1d6 +4)
Special Attacks bleed 2, magic weapon, rest eternal
Spell-Like Abilities (CL 5th; concentration +0)
1/day— (self only)
Str 18, Dex 15, Con —, Int 10, Wis 12, Cha 1
Base Atk +6; CMB +9; CMD 21
Special Qualities domains (Death, Repose)
Rest Eternal (Su)
You place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a caster level check with a DC of 11 plus your caster level. Rest eternal cannot be dispelled, but it can be negated with remove curse or break enchantment.
Faith Bound (Su)
An Iron Knuckle cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks.
Magic Weapon (Su)
An Iron Knuckle that carries its deity’s favored weapon treats that weapon as a +1 weapon as long as it is wielded by the guardian. If the weapon is a melee weapon, it gains the keen weapon special ability (even if the weapon is a bludgeoning weapon). If it is a thrown weapon, it gains the returning weapon special ability. If it is a ranged weapon, it gains the seeking weapon special ability, and generates new ammunition with each attack (this ammunition is destroyed whether or not it hits).
Similar to Iron Knuckles, Darknuts are servitors to their creators. Unlike the Iron Knuckle, these constucts are created at their own behest, containing a semi-living person. Though most intelligence remains, the former desires and characteristics of the Darknut are replaced by the caster’s will. Often times, a Darknut belonged to a religious order, and so carries those values along with them.
LE Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +25
AC 28, touch 10, flat-footed 27 ( +1 Dex, + 18 natural, -1 size)
HP 118 (16d10 +30); fast healing 10
Fort +7, Ref +6, Will +10
DR 10/chaotic and good; Immune magic, construct traits
Speed 30 ft.
Melee +1 unholy greatsword +26/ +21/ +16/ +11 (3d6 +16/19-20),
+1 unholy longsword +25/ +20/ +15/ +10 (2d8 +16 / 19-20) or 2 slams +25 (3d8 +10)
Space 10 ft.; Reach 10 ft.
Special Attacks magic weapon, pronouncement
Spell-like Abilities (CL 16th):
1/day— (evil only), (DC 18), , , (DC 17)
Str 31, Dex 12, Con —, Int 10, Wis 17, Cha 16
Base Atk +16; CMB +27; CMD 38
Feats Cleave, Combat Casting, Critical Focus, Great Fortitude, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
Skills Knowledge (religion) +16, Perception +25
Languages Common, Infernal
Special Qualities alignment subtype
Alignment Subtype (Ex)
Because a Darknut is infused with a spark of will from their previous life, the creature gains the appropriate subtype(s) based on its alignment. Thus, a lawful good Darknut has both the Good and Lawful subtypes. In addition, a Darknut’s weapons and natural attacks can overcome this type of damage reduction as if its weapons and natural attacks had an alignment (or alignments) that match the its subtype(s). Further, its damage reduction is based on its alignment subtype(s). Thus a chaotic evil Darknut has damage reduction 10/lawful and good while a lawful good Darknut has damage reduction 10/chaotic and evil.
Immunity to Magic (Ex)
A Darknut is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a Darknut, as noted below.
A dispel (chaos/evil/good/law) spell targeted against an appropriately aligned Darknut deals 4d6 points of damage to it.
A blasphemy spell heals an evil-aligned Darknut of all its lost hit points. Likewise, a dictum spell heals a law-aligned Darknut; a holy word spell heals a good-aligned Darknut; and a word of chaos spell heals a chaos-aligned Darknut.
Magic Weapon (Ex)
A Darknut carries a +1 greatsword and +1 longsword with an alignment special quality that matches its alignment on the good-evil axis or the law-chaos axis. Thus, a chaotic evil Darknut might carry a +1 anarchic greatsword or a +1 unholy greatsword while a lawful good Darknut would carry either a +1 axiomatic greatsword or a +1 holy greatsword.
Once per day, a Darknut can make a pronouncement that affects all creatures within 60 feet that hear it. This pronouncement otherwise functions as a blasphemy, dictum, holy word, or word of chaos spell. Note: a Darknut only has one type of pronouncement. It is set during the construction process based on the creator’s alignment and the Darknut’s alignment and cannot be changed.
The Will save, where applicable, has a DC of 21. The save DC is Wisdom-based.
Blasphemy: CE, LE, or NE.
Dictum: LG, LE, or LN.
Holy Word: CG, LG, or NG.
Word of Chaos: CE, CG, or CN.
Spell-Like Abilities (Sp)
A Darknut has a total of five spell-like abilities (one each of spell levels 1st thru 5th), each usable once per day. Its spell-like abilities are based on its alignment and are drawn from one of the following cleric domains: Chaos, Evil, Good, or Law. A Darknut whose alignment is CE, CG, LG, or LE must be assigned a single domain (one that matches one of its alignment axes) during construction. This domain can never be changed.
Regardless of the Darknut’s alignment, its spelllike abilities function at caster level 16th. The save DCs are Wisdom-based.