The Harvest Halon
Wicker Guardian Juggernaut piloted by 5th-level Human Wizard
Huge Construct
Hit Dice: 5d4+5+3d10+40+3 (77 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+20
Attack: Slam +10 melee (1d6+8 plus 2d6 fire)
Full Attack: 2 slams +10 melee (1d6+8 plus 2d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burning body, spell transmission, spells, stomp (
4d8+12, Ref DC 23), sweep (
2d6+12 plus 2d6 fire, Ref DC 23)
Special Qualities: Construct traits, damage reduction 3/—, fire resistance 15*, vulnerability to fire
*
The Harvest Halon may not have fire resistance, see the ability description for an explanation.
Saves: Fort +3, Ref +4, Will +7
Abilities: Str 26, Dex 12, Con —, Int 16, Wis 12, Cha 8
Skills: Concentration +8 (
+12 defensively), Craft (alchemy) +11, Decipher Script +11, Gather Information +1, Knowledge (arcana) +11, Knowledge (local) +11, Spellcraft +13
Feats: Combat Castingᴮ, Craft Wondrous Itemᴮ, Spell Focus (Conjuration), Spell Focus (Enchantment), Scribe Spellᴮ, Snatchᴮ
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Special (see sample creature notes)
Alignment: Same as pilot
Advancement: Special (see Pilot Advancement)
Level Adjustment: Special (see Pilot Advancement)
An enormous effigy woven from reeds and twigs.
The pilot of this wicker juggernaut is a human 5th-level wizard with ability scores of Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 8.
The Harvest Halon stands 30 feet tall and weighs about 4,000 pounds.
COMBAT
The Harvest Halon prefers to attack from a distance with spells, particularly through liberal application of its
wand of fireballs. It often tries to debilitate its enemies with
stinking cloud,
hideous laughter,
web,
confusion or
obscuring mist. If the Halon faces a tough opponent it attempts to compel or slay them with
charm person or
phantasmal killer. Should close combat appear more effective the juggernaut favors stomp and sweep attacks over its relatively ineffective slam attacks.
Burning Body (Ex): A wicker juggernaut’s natural attacks and any melee weapon it wields deal an additional 2d6 fire damage. Creatures hitting a wicker juggernaut with natural weapons or unarmed attacks take fire damage as though hit by the construct's flaming body.
Note that wicker juggernauts are vulnerable to fire damage, including the 2d6 fire damage from their own Burning Body special ability, but its fire resistance of 15 prevents it taking any damage from its own flames as long as it is active.
Fire Resistance (Sp): A standard wicker juggernaut has fire resistance as a spell-like ability, if this is dispelled (caster level equals the wicker juggernaut's construction) the juggernaut can restart the fire resistance as a free action. A wicker juggernaut produced by the
create guardian spell does not have fire resistance so will be quickly reduced to ash by its burning body ability unless the juggernaut is given fire resistance by some additional means. In either case, a wicker juggernaut's fire resistance protects the juggernaut’s equipment as well, including any passenger in its spell transmission slot.
Spell Transmission (Su): A wicker juggernaut contains a special spiritual equipment slot that can carry a passenger no larger than two size categories smaller than the juggernaut. If the juggernaut is "equipped" with a volunteer who possesses the same creature type and subtype as its pilot, this allows the pilot to transmit spells and spell-like abilities "through" the volunteer with the following provisos:
- The range of a spell transmitted through the wicker juggernaut's volunteer originates from the juggernaut rather than the actual location of the pilot. Spells with a range of "personal" can not be transmitted through the juggernaut's volunteer.
- The pilot cannot target the juggernaut or anything in its spiritual equipment slots, including the volunteer, with a transmitted spell.
- the pilot cannot transmit spells through the wicker juggernaut if the volunteer is dead or unconscious.
Spells: The Harvest Halon is a 5th-level wizard.
Wizard Spells Prepared (4/4/3/2, save DC 13 + spell level, 14 + spell level for Conjuration and Enchantment spells)
0—
flare (DC 13),
ghost sound (DC 13),
mage hand,
message;
1st—
charm person (DC 15),
magic missile,
obscuring mist,
ray of enfeeblement (DC 14);
2nd—
hideous laughter (DC 16),
glitterdust (DC 16),
web;
3rd—
dispel magic,
stinking cloud (DC 17).
Stomp (Ex): The Harvest Halon can stomp an opponent of Medium size or smaller. This is a special full-round action during which the juggernaut moves up to twice its ground speed and attempts to move into its opponent's space. If the victim fails a DC 23 Reflex save, the opponent takes 4d8+12 bludgeoning damage plus 2d6 fire damage, following which the Harvest Halon may either pin or kick the opponent. If the victim succeeds at the Reflex save, the victim takes half damage, the juggernaut's movement ends next to the opponent's space, and the opponent may make an attack of opportunity against the juggernaut. The save DC is Strength-based.
If the Harvest Halon pins its opponent, the victim automatically takes stomp damage during the next round unless the juggernaut moves off them. If the juggernaut chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents continue to take stomp damage each round if they don’t escape.
If the Harvest Halon kicks the opponent, the victim travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled plus stomp damage from the kick.
Summon Familiar: The base creature has a toad as their wizard's familiar which provides them with +3 hit points as a familiar special ability.
Toad Familiar: CR —; Diminutive Magical Beast; HD 1 [
or use Master's 5 HD]; hp ½ master's [= 10 hp]; Init +1; Spd 5 ft.; AC 16, touch 15, flat-footed 15; Base Atk +0; Grp -17; Atk —; Full Atk —; Space/Reach 1 ft./0 ft.; SA —; SQ improved evasion, low-light vision, granted abilities [
Alertness, deliver touch spells, empathic link, improved evasion, share spells, speak with master]; AL any; SV Fort +2, Ref +3, Will +2 [
Master's base saves give Will +6]; Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.
Skills and Feats: Hide +21, Listen +4, Spot +4 [
Master's skill ranks add Concentration +10 (+14 defensively), Craft (alchemy) +6, Decipher Script +6, Gather Information +1, Knowledge (arcana) +6, Knowledge (local) +6, Spellcraft +8]; Alertness.
Sweep (Ex): This special attack allows the Harvest Halon to sweep its arms from side to side as a standard action. The sweep affects a half-circle with a 15 foot radius, extending from an intersection on the edge of the juggernaut's space in any direction. Creatures within the swept area are affected if they are Medium size or smaller. A sweep automatically deals 2d6+12 damage plus 2d6 fire damage. Affected creatures can attempt DC 23 Reflex saves to take half damage (the save DC is Strength-based).
Equipment: wand of fireball (CL 6th),
cloak of resistance +1, two
potions of cure light wounds,
scroll of confusion,
scroll of phantasmal killer.
Budget 16,000 gp.
wand of fireball (CL 6th) 13,500
cloak of resistance 1,000
potion of cure light wounds 50
potion of cure light wounds 50
scroll of confusion 700
scroll of phantasmal killer 700
TOTAL 16,000 REMAINDER 0