Ether Walker

Ether Walker

Ether Walker CR 6

Source An Arid Expedition
XP 2,400
N Medium construct (clockwork)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +0

Defense

AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)
hp 64 (8d10+20)
Fort +2, Ref +7, Will +2
DR 10/—; Immune construct traits
Weaknesses vulnerable to electricity

Offense

Speed 40 ft.
Melee area elasticity +11 (1) or slam +6 (1d6+3)
Special Attacks

Statistics

Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +8; CMB +11; CMD 24
Feats Improved Initiative, Lightning Reflexes, Improved Bull Rush, Muscular Reflexes
SQ Swift Reactions

Special Abilities

Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC.

Air Step (Su) The Ether Walker walks slightly above the ground as if constantly under the effects of Air Step. It ignores difficult terrain less than 1 foot high, normally does not trigger pressure plates, and its steps are difficult to track (-10 penalty to Perception/Survival checks). It moves at its listed land speed with this effect.

Force Shielding (Su) The Ether Walker has DR 10/—. This reduction applies against effects with the force trait.

Levitate (Sp) The Ether Walker may cast Levitate on itself or a willing ally as an at-will spell-like ability. It uses its hit dice as its caster level. It can only levitate one creature at a time.

Rift Walk (Su) It moves up to half its speed or leaps as a swift action. It is invisible, as the invisibility spell, for this movement. It is always considered to have a running start when jumping this way.

Spacial Elasticity (Su) The Ether Walker’s area elasticity attacks hit against touch AC but deal no damage. Instead, it pulls and prods at the space surrounding the creature. Targets hit are pushed in a direction of the Ether Walker’s choice Fort DC 15+1/2 HD negates. Additionally, the Ether Walker can only make attacks of opportunity against creatures that end its turn adjacent to it.

Wide Area Shift (Sp) The Ether Walker creates a wave of energy, pushing itself and creatures within 10 feet in a target direction. As a move action, it rolls a bull rush combat maneuver with normal bonuses. Then, it moves itself and all adjacent creatures with CMD lower than the result up to 5 feet in the selected direction. The creatures move in parallel. This ability does not provoke attacks of opportunity when used, and the targets’ movement do not provoke attacks either.

Wide Force Pulse (Sp) The Ether Walker releases a pulse of force energy, pushing creatures within 10 feet directly away. As a move action, it rolls a bull rush combat maneuver with normal bonuses. All adjacent creatures with CMD lower than the result are pushed 5 feet away, or 10 feet away if the CMD is beaten by 5 or more, but no more than that. This ability does not provoke attacks of opportunity when used, and the targets’ movement do not provoke attacks either.

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