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Axiomites & Constructs In The Menagerie

This week we continue an exploration of the creature types in the Menagerie, highlighting a few of the more interesting examples from each as we go. So far we've looked at Aberrations & Chimeras, Angels, Demons & Devils, and Animals, Beasts & Insects. This week we'll take a look at some of the more rigid and inflexible creatures in the book, Axiomites & Constructs.


Axiomites are lawful outsiders, and as such they tend to have deeply ingrained patterns of behavior. While they still possess the ability to make their own choices, like any living creature, they do not typically deviate from their preferred methods, or those that are expected of them by the systems and hierarchies to which they belong. Constructs, on the other hand, are artificial creatures that are completely bound to the programming imparted to them by their creators. This programming dependency makes them implacable and relentless foes, but can also possibly be exploited by a clever party which figures out what that programming entails and its shortcomings, if any. Constructs come in three types, Clockwork, Golems & Homunculi. While a template is included to make a homunculus version of any other creature in the book, the only stat blocks presented in the Constructs chapter are for Clockwork and Golems.


As we look at these creature types, and some examples from the Menagerie, it's important to be refreshed on some of the conventions that the book uses in order to maintain its level-agnostic format. Important statistics like attacks, skill, saves, or the DCs for special abilities do not list a number. Rather, they simply call out a difficulty level from the challenge table. For a DC, this is always whatever the number is directly. For an active roll, such as an attack or saving throw, this is the number on the table minus ten. Hit Points are given as a multiple of the monster's level, and damage is typically listed without a number of dice included. When listed this way, damage dice are assumed to be one die base, plus another die for every five levels the monster has. For example, one of the monster's we'll highlight later, a Legionnaire, would deal 1d6+3 piercing damage with its spear if level 1-4, 2d6+3 if level 5-9, 3d6+3 if level 10-14, and so on.


AXIOMITES


Outsiders native to the lawful plane, each axiomite is a rigid and inflexible being dedicated to order. Many mortals confuse axiomites with constructs, as they often share the same inability to allow for exception to their guiding principles. Axiomites are not robots, however, and those that are spawned close to the border with the good plane are more likely to put effort into using, or closing, loopholes in their complex structures to help those that are the victims of injustice. Their dogmatic approach to rules and instructions make axiomites a popular type of outsider to call when in need of a guardian, and axiomites are less likely to hide malevolent terms in contracts than devils.

All axiomites have physical resistance, but are weak to chaotic damage. Many have a preferred tactic or ability in combat that they use to the exclusion of all others, and rarely deviate from it. Unpredictability is an axiomite’s true greatest foe and not, as many suggest, attempting to trap them into logical paradoxes. As living beings, axiomites understand the nature of paradox and deeply resent those that treat them as machines in that way.

This creature type is commonly associated with lawful deities. As such, those at least trained in Religion can treat that skill as a Knowledge Specialty when attempting to identify axiomites.


LEGIONNAIRE AXIOMITE

Role: Balanced (+Power)

[Axiomite, Lawful, Medium, Outsider]

Senses: darkvision; Perception: [med]

DEFENSE

Armor Class: [hard]

Hit Points: 15x[level]

Fort: [hard], Ref: [hard], Will: [med]

Resist: physical

Weak: chaotic

Defensive Abilities: (1 Reactions)

{R} Attack of Opportunity

{R} Retributive Strike

{F} Phalanx Doctrine

Trigger: Another member of the Legionnaire’s squad rolls a better natural result on a Reflex save

Effect: The Legionnaire uses the triggering result for its own Reflex save instead.

{F} Squad Formation

Trigger: The Legionnaire rolls initiative

Effect: The Legionnaire and all allies adjacent to it can use the same initiative result collectively. This result must be a Legionnaire’s result if not all allies are Legionnaires. Creatures in Squad Formation can decide each turn which order they wish to resolve their block of turns. A Legionnaire always defers its choice to its commander.

{F} Squad Maneuvers

Trigger: An ally in the Legionnaire’s squad moves

Effect: The Legionnaire Strides, staying in formation with its squad. If more than one Legionnaire moves together, none of their movements trigger reactions from foes.

Armored: Legionnaires use armor for defense. The difference between [med] and [hard] AC is an item bonus.

Loyal Squaddie: A Legionnaire is immune to any compulsion effect that would cause it to turn on its commander or an ally in Squad Formation with it.

OFFENSE

Speed: hex 5

Melee Attacks:

{A} axiomatic spear [hard] (d6+3 P; agile, thrown 4, simple, two-hand)

{A} fist [hard] (d4+3 B; agile, disarm, finesse, grab, shove, trip)

Ranged Attacks:

{A} axiomatic spear [hard] (d6+3 P; agile, thrown 4, simple, two-hand)

Divine Powers: ([hard] DC)

At Will – telekinetic projectile

3/day – divine decree (lawful only), no quarter

1/day – arena trap, axiomatic surge, blade barrier, conjure axiomite, enemy hammer, enlarge, fleet step, power word kill, weapon storm

STATISTICS

Str: +3, Agi: +2, End: +1, Int: +1, Wis: +0, Cha: +0

Languages: Celestial, Infernal (fluent)

Hard Skills: Athletics, Intimidation, Medicine, Society

Special Abilities:

Divine Infantry: A Legionnaire always follows one creature that it has designated its commander. This commander is typically a Centurion, but can be any creature whose authority the Legionnaire accepts.

Divine Weaponry: An axiomite’s weapons are an extension of its own self, and function as unarmed attacks for determining damage dice based on level.

Versatile Pikeman: A Legionnaire’s axiomatic spear can adjust to be a Longspear, Pike or Great Pike. A Legionnaire can change its weapon type as a free action triggered by the start of its turn, or as a free action its commander can trigger at the start of the commander’s turn.

ECOLOGY

The primary divine servants of The Universal Soldier, each legionnaire is a manifestation of the perfect grunt. These axiomites follow instructions flawlessly both in and out of combat, and a Legionnaire readily accepts changes in leadership. In this way, squads of Legionnaires can be recruited or reassigned to those that have The Universal Soldier’s support.

Legionnaires are always an effective addition to any fighting company, but are at their most effective when grouped into great pike walls with others of their own kind. Such axiomatic armies are almost completely unassailable by conventional means.


All three of the Axiomites we're taking a look at this week are related, but this one is the most basic of the three. These soldiers prefer to stick together in groups, and most of their special abilities only make sense if grouped up into a squad. While the general expectation is that a party would therefore encounter a bunch of Legionnaires as the same time, these abilities are designed to work regardless of the composition of its allies. In circumstances where a party might obtain a Legionnaire as an ally, its squad tactics and group abilities can be a significant boon. Most of the spells that the Legionnaire can cast are signature spells of its patron deity, The Universal Soldier, or are powers from one of its domains. Though some of these spells are high-level, their inclusion is for completeness, as typically a spell-casting monster in the Menagerie can only cast a spell if it is high enough level to do so.


CENTURION AXIOMITE

Role: Balanced (+Defense)

[Axiomite, Lawful, Medium, Outsider]

Senses: darkvision; Perception: [hard]

DEFENSE

Armor Class: [hard]

Hit Points: 15x[level]

Fort: [hard], Ref: [med], Will: [hard]

Resist: elemental, physical

Weak: chaotic

Defensive Abilities: (3 Reactions)

{R} Attack of Opportunity

{R} Guard The Flank!

Trigger: A Centurion’s ally is flanked

Effect: The triggering ally Steps.

{R} Demand Retribution

Trigger: A Centurion’s ally is attacked by a foe threatened by another of the Centurion’s allies

Effect: One threatening ally of the Centurion’s choice makes a Retributive Strike before resolving the attack.

Armored: Centurions use armor for defense. The difference between [med] and [hard] AC is an item bonus.

OFFENSE

Speed: hex 5

Melee Attacks:

{A} fist [hard] (d4+1 B; agile, disarm, finesse, grab, shove, trip)

{A} axiomatic spear [hard] (d6+1 P; agile, thrown 4, simple, two-hand)

Ranged Attacks:

{A} axiomatic spear [hard] (d6+1 P; agile, thrown 4, simple, two-hand)

Special Attacks:

{A} Direct Ally: A Centurion’s ally takes two actions. If the Centurion directs Legionnaires, it can direct two Legionnaires.

Divine Powers: ([hard] DC)

At Will – inspire competence, inspire courage, telekinetic projectile

3/day – blessings of fervor, divine decree (lawful only), heroism, no quarter

1/day – arena trap, axiomatic surge, blade barrier, conjure axiomite, enemy hammer, enlarge, fleet step, power word kill, weapon storm

STATISTICS

Str: +1, Agi: +3, End: +1, Int: +2, Wis: +2, Cha: +2

Languages: Celestial, Infernal (fluent)

Hard Skills: Athletics, Intimidation, Medicine, Performance, Society

Special Abilities:

Divine Weaponry: An axiomite’s weapons are an extension of its own self, and function as unarmed attacks for determining damage dice based on level.

Reactionary Commander: A Centurion’s defensive abilities use its own reaction pool and do not cost reactions from allies which it uses those reactions to direct.

ECOLOGY

A Centurion is a more leadership-oriented divine servant of The Universal Soldier. While most commonly found in the command of one or more squads of Legionnaires, they are also capable of leading and fighting with any sort of warriors. Not as frequently dispatched to mortals as their infantry counterparts, the appearance and assistance of a Centurion is either an auspicious sign of The Universal Soldier’s favor, or a stark rebuke of the effectiveness of a military’s organization and technique. Either way, a fighting force with the aid of a Centurion will become a more cohesive and dangerous unit, whether they like it or not.


All three of the Axiomites we're taking a look at this week are related to each other, and Centurions are frighteningly effective commanders. While they possess effective spellcasting, and potent bardic buffs for their allies, their greatest strength comes from their ability to make other creatures act on their behalf and with their direction. This ability to direct allies becomes even more impressive when a Centurion is directing Legionnaires under its command, as the Centurion can turn just one of its actions into four actions from its troops. This action economy enhancement further stacks the odds in favor of an Axiomatic army, which typically wants to outnumber its opponents to begin with. While all monsters in the Menagerie are written in a level-agnostic format, Centurions tend to be higher level than their Legionnaire underlings.


LEGATE AXIOMITE

Role: Balanced (Boss)

[Axiomite, Epic, Large, Lawful, Outsider]

Senses: darkvision; Perception: [incredible]

DEFENSE

Armor Class: [hard]

Hit Points: 20x[level]; Regeneration (chaotic)

Fort: [med], Ref: [hard], Will: [hard]

Resist: elemental, physical

Weak: chaotic

Defensive Abilities: (5 Reactions)

{R} Attack of Opportunity

{R} Mirror Armor

Trigger: A foe increases the Legate’s feeble, dizzy, impeded, scared or sluggish value

Effect: The triggering foe increases its own value instead and the Legate is unaffected.

Armored: Legates use armor for defense. The difference between [med] and [hard] AC is an item bonus.

OFFENSE

Speed: hex 5

Melee Attacks:

{A} fist [hard] (d4+4 B; agile, disarm, finesse, grab, shove, trip)

{A} axiomatic lance [hard] (d8+4 P; charge, deadly 1d8, jousting, polearm, reach 1)

Special attacks:

{A} Direct Ally: One of the Legate’s allies takes two actions. If the Legate directs Centurions, it can direct two Centurions.

{A} Sudden Charge: The Legate Strides up to twice then Strikes with its axiomatic lance.

{AAA} Call Reinforcements: The Legate brings forth allies from the Lawful Plane. It can call eight Legionnaires or two Centurions or one Centurion and four Legionnaires. This ability has the planar and teleportation traits.

Divine Powers: ([hard] DC)

At Will – arena trap, axiomatic surge, blade barrier, conjure axiomite, enemy hammer, enlarge, fleet step, inspire competence, inspire courage, power word kill, telekinetic projectile, weapon storm

3/day – blessings of fervor, divine decree (lawful only), fatal finale, heroic finale, heroism, no quarter, stunning finale

1/day – overwhelming presence

STATISTICS

Str: +2, Agi: +2, End: +2, Int: +4, Wis: +4, Cha: +4

Languages: Celestial, Infernal (fluent)

Hard Skills: Acrobatics, Athletics, Diplomacy, Intimidation, Knowledge, Religion, Society

Special Abilities:

Divine Weaponry: An axiomite’s weapons are an extension of its own self, and function as unarmed attacks for determining damage dice based on level.

Epic Clarity: This monster is immune to any effect with the compulsion or possession trait.

Epic Hit Points: After calculating this monster's Hit Points from level, multiply this total by the number of party members.

ECOLOGY

The highest-ranking of all The Universal Soldier’s divine servants, Legates manifest the epitome of a general. Incredible strategists, each Legate can make the difference between a successful campaign and a devastating loss. Their gift for grand strategy makes these outsiders a formidable addition to any army’s chain of command. Sometimes dispatched to assist in an advisory capacity for mortal wars, these axiomites generally avoid personally taking part in such conflicts, preferring instead to help mortal warriors achieve success or failure for themselves. In wars among outsiders, Legates can be found leading armies that consist of dozens of Centurions and hundreds of Legionnaires.


All three of the Axiomites we're taking a look at this week are related, but a Legate is the boss of the bunch, both literally and metaphorically. Legates are much less common than their Centurion and Legionnaire underlings, and are also the most potent. Possessing similar buff and ally direction abilities as their Centurion middle-managers, their ability to direct multiple centurions at once, which can then each direct multiple Legionnaires at once, makes an encounter with an Axiomatic army with a Legate at the helm a daunting endeavor. It can be especially difficult to ignore all the other combatants on the field to focus on the Legate itself, but simply culling all of its soldiers can prove difficult as these commanders possess the ability to simply summon more underlings to take the place of the fallen.


CONSTRUCTS


Typically mindless automatons designed for specific tasks, constructs have more in common with objects than they do with other creatures. Constructs usually belong to one of three categories: clockwork, golems or homunculi. Since most constructs are mindless, they are commonly immune to emotion, mental and fear effects. Since they are not alive, they also have a null Endurance modifier, and are immune to poison, disease and positive and negative energy. As essentially objects, most constructs have hardness, though they use Hit Points instead of taking dents. While this makes constructs highly resistant to most forms of damage, they are vulnerable to attacks and materials that ignore or reduce hardness like adamantine, austenite, and the siege weapon trait.

Clockwork constructs function based on complex mechanical design, or even electrical design in the case of more advanced robots. Since clockwork is not magical in design, these constructs are able to function without difficulty in areas of low magic or anti-magic. Those that utilize more sophisticated construction incorporating electricity can be capable of such complex computation that they can even simulate consciousness, but such achievements are exceptionally rare.

Golems are animated by harnessed magical energy infused into their forms as part of their creation, and are essentially magical objects with the ability to act independently. Because they rely on magic to function, golems are vulnerable to effects that hinder or prevent spells. They do not function at all in an area of anti-magic, and even dispel magic can cause them great harm.

A homunculus is a special kind of construct that has been given true life through artificial means. Most often created by mad scientists and alchemists, homunculi are the most likely constructs to have intelligence, and can often make decisions for themselves. Despite having the construct trait, homunculi always have both intelligence and Endurance modifiers and behave as living creatures. What a homunculus gains in versatility this way is offset by its comparative vulnerability, as they typically lack inherent hardness like other constructs.

Because constructs are only creatures on a technicality, they tend to function more as tools for the purpose of recognition. As such, those trained in Crafting can use that skill as a Knowledge Specialty when attempting to identify constructs. For golems specifically, because of their magical nature, those at least trained in Arcana can use that skill as a Knowledge Specialty as well.


CLOCKWORK SOLDIER CONSTRUCT

Role: Balanced (+Power)

[Clockwork, Construct, Medium, Mindless]

Senses: low-light vision; Perception: [med]

DEFENSE

Armor Class: [hard]

Hit Points: 15x[level]

Fort: [med], Ref: [hard], Will: [med]

Resist: hardness 10 (see Crafting Requirements)

Immune: disease, emotion, fear, mental, negative, poison, positive

Defensive Abilities: (0 Reactions)

{F} Heuristic Targeting

Trigger: The clockwork soldier is critically hit by an attack

Effect: The clockwork soldier designates the triggering attacker as its Focused Target.

OFFENSE

Speed: hex 5

Melee Attacks:

{A} fist [Special] (d4+4 B; agile, disarm, finesse, grab, shove, trip)

{A} weapon [Special] (varies with weapon)

Ranged Attacks:

{A} weapon [Special] (varies with weapon)

Special Attacks:

{A} Focused Target: The clockwork soldier picks one target it can see as its focus. It gains a +1 un-typed bonus to checks and AC against this target and the first time it deals damage against it each turn the damage is increased by one weapon die.

{AA} Power Attack: The clockwork soldier Strikes. If it hits, it deals one more weapon die of damage, plus one more die if it has master proficiency, or two more dice if it has legendary proficiency.

STATISTICS

Str: +4, Agi: +2, End: -, Int: -, Wis: -, Cha: -

Languages: none

Hard Skills: Athletics

Special Abilities:

Programming Bound: A clockwork soldier is created with a specific hierarchy of behaviors, and does not deviate from this programming under any circumstances. The clockwork soldier’s creator is the only one that can change its programming, and it takes one shift to do so.

Quality Proficiency: A clockwork soldier’s quality determines its proficiency with weapons it wields. Standard is trained ([med] DC), fine is expert ([hard] DC), superior is master ([incredible] DC), and exquisite is legendary ([ultimate] DC). A clockwork soldier cannot be made with poor quality.

Crafting Requirements: The only requirement to Craft a clockwork soldier is a formula. Its item level is equal to its creature level, and the default material is Steel. A clockwork soldier Crafted from a different material uses that material’s hardness instead, and its fist is always imbued with that material’s special properties, if any. The base price is 500sp per level.

ECOLOGY

Clockwork soldiers are an excellent tool for both offense and defense, and make for skilled guardians that require neither sleep, nor food, nor loyalty. Implacable and merciless, these constructs pick a target and focus it down. Because they rely on their programming for decision-making, clockwork soldiers cannot be tricked, sweet-talked, or otherwise bamboozled, and thus make excellent and long-lasting guardians that can easily out-live their creators if not destroyed by violence first.


The biggest advantage of Clockwork Constructs, as compared to Golems, is their ability to function in areas where magic does not. These robotic constructs are an effective, if expensive, fighting force. One of the more interesting quirks of clockwork creatures is also the flexibility of the materials used to create them. While the default expectation is steel, Clockwork Soldiers can be made from almost any material desired, which can allow for specialized combatants designed for more unusual circumstances, like a silver or mithral soldier engaged in defense of those beset by were-creatures.


ADAMANTINE GOLEM CONSTRUCT

Role: Balanced (Boss)

[Construct, Epic, Golem, Medium, Mindless]

Senses: darkvision; Perception: [med]

DEFENSE

Armor Class: [hard]

Hit Points: 20x[level]; Regeneration

Fort: [med], Ref: [hard], Will: [med]

Resist: hardness 20 (or more)

Immune: disease, emotion, fear, mental, negative, poison, positive

Defensive Abilities: (0 Reactions)

Adamant Exterior: If a melee weapon does not treat an adamantine golem’s hardness as reduced, the weapon gains two dents after the attack. An unarmed attacker always takes the damage an adamantine golem’s hardness prevented.

Relentless: An adamantine golem’s regeneration value is equal to its hardness and cannot be suppressed by damage. If the golem’s slowed value is ever greater than its hardness, it is destroyed.

Magically Reinforced: A golem’s magical infusion makes it sturdier than typical for its material. Its hardness is that of its material or as calculated for its level, whichever is higher.

OFFENSE

Speed: hex 5

Melee Attacks:

{A} slam [incredible] (d12+8 B; agile, forceful, siege)

Special Attacks:

{AA} Nuclear Meltdown: The adamantine golem blasts radioactive gas in a hex 5 aura. Creatures in the area must attempt a [hard] Reflex save.

Success: As failure, but half fire damage.

Success (+10): As success, and 10 less fire damage.

Failure: The target takes d10 fire damage and d10 poison damage and increases its sick value by 1 per 10 Hit Points it loses.

Failure (-10): As failure, plus 10 more damage of each type and the target is exposed to radiation poisoning.

{AA} All-Out Pummeling: The adamantine golem makes slam Strikes against a target until it misses an attack.

STATISTICS

Str: +8, Agi: +4, End: -, Int: -, Wis: -, Cha: -

Languages: none

Hard Skills: Athletics

Special Abilities:

Berserk: The magical energy powering a golem is unstable. Each time a golem is critically struck by an attack, takes damage from dispel magic, or its programming is changed, the golem must attempt a DC 2 flat check. If left alone, the flat check DC naturally decreases by 1 every week, to a minimum DC of 2.

Success: The golem is unaffected. Increase the DC of its next flat check by 2.

Success (+10): As success, but increase the DC of the next flat check by 1 less.

Failure: The golem goes berserk. It treats all creatures it can see or sense as foes, and Enters Rage using Strength instead of Endurance. It must choose to Maintain Rage, but is not tired when its Rage ends. The berserk state is over once the golem stops Raging, and the flat check DC is reset to 2 at that time.

Epic Damage Reduction: This monster has resistance to all damage it is not immune to. If it already resists a damage type, the value of its resistance is doubled for that type. This resistance still does not apply to un-typed damage.

Epic Initiative: When this monster rolls initiative it is only used to determine the first time it acts. After it has taken its first turn in combat, its next turn is always inserted into the initiative order after two party members have acted consecutively. Party members that choose to delay their turns do not count toward triggering this monster's next turn.

Programming Bound: An adamantine golem is created with a specific hierarchy of behaviors, and does not deviate from this programming under any circumstances. The golem’s creator is the only one that can change its programming, and it takes one shift to do so.

Crafting Requirements: In addition to a formula, adamantine golems require the following spells: aegis, animate object, animate weapon, irradiate, and mending. The base price is 10,000sp per level, and the default material is adamantine. An adamantine golem cannot be made from any other material.

Adjustable Size: A golem can be made bigger than Medium, but doing so requires a higher-quality golem. A fine golem is Large, a superior golem is Huge, and an exquisite golem is Gargantuan. Bigger golems deal additional damage as normal for their size category.

ECOLOGY

One of the rarest of constructs due to its prohibitive cost, the dreaded adamantine golem is one of the most fearsome and devastating of constructs to encounter. Able to continually shrug off damage taken, these golems make for the most durable of eternal guardians for those with the skills and vast resources necessary to create them.


These boss Golems are frighteningly effective, but also alarmingly expensive. Encountering an Adamantine Golem is likely a once-in-a-lifetime event, and may well be the last event of that lifetime. Exceptionally difficult to destroy thanks to its regeneration that cannot be turned off and the innate hardness of its material, the defensive capabilities are just as potent as its offensive ones. The All-Out Pummeling attack, which simply keeps pounding away at a target until it misses, can be especially devastating when combined with its attack rolls based off of an incredible difficulty. Even just being close to an Adamantine Golem can be hazardous when it begins leaking intense radiation. Because of the extravagant expense, these constructs are some of the least likely to be crafted and utilized by player characters, as is befitting of their boss status.


AUTO CHARIOT CONSTRUCT

Role: Juggernaut

[Construct, Golem, Large, Mindless, Mount]

Senses: darkvision; Perception: [med]

DEFENSE

Armor Class: [hard]

Hit Points: 20x[level]

Fort: [med], Ref: [hard], Will: [med]

Resist: hardness 6 (or more)

Immune: disease, emotion, fear, mental, negative, poison, positive

Weak: adamantine

Defensive Abilities: (0 Reactions)

Magically Reinforced: A golem’s magical infusion makes it sturdier than typical for its material. Its hardness is that of its material or as calculated for its level, whichever is higher.

OFFENSE

Speed: hex 6

Melee Attacks:

{A} slam [med] (d8+4 B)

Special Attacks:

Trample: An auto chariot can move unhindered through the spaces of creatures smaller than it. The first time it moves through a foe’s space each turn, that creature takes slam damage and must attempt a [med] Maintain Balance check.

STATISTICS

Str: +4, Agi: +2, End: -, Int: -, Wis: -, Cha: -

Languages: none

Hard Skills: Athletics, Survival

Special Abilities:

Autopilot: If an auto chariot must navigate for itself, it uses its own Survival skill.

Berserk: The magical energy powering a golem is inherently unstable. Each time a golem is critically struck by an attack, takes damage from dispel magic, or its programming is changed, the golem must attempt a DC 2 flat check. If left unmolested, the flat check DC naturally decreases by 1 every week, to a minimum DC of 2.

Success: The golem is unaffected. Increase the DC of its next flat check by 2.

Success (+10): As success, but increase the DC of the next flat check by 1 less.

Failure: The golem goes berserk. It treats all creatures it can see or sense as foes, and Enters Rage, except the effect is not emotion or mental in nature and the golem uses its Strength instead of its Endurance to determine the effects. It must always choose to Maintain Rage, but is not tired when its Rage ends. The berserk state is over once the golem stops Raging, and the flat check DC is reset to 2 at that time.

Set Course: One creature is an auto chariot’s captain. In combat, the auto chariot functions as any other mount. Out of combat, the auto chariot’s captain can mentally imprint a destination and route to be the chariot’s course. The auto chariot pilots itself along the route chosen to the destination, and can avoid most simple obstacles on the way. Auto chariots will stop if they find the route is blocked or impassable.

Quality of Speed: An auto chariot’s Speed is increased by four times its quality modifier.

Crafting Requirements: In addition to a formula, an auto chariot requires the following spells: animate object, know direction, and phantom steed. The base price is 1,000sp per level, and the default material is wood. An auto chariot can be made from any other material.

Adjustable Size: An auto chariot can be made bigger than Large, but doing so requires a higher-quality golem. A fine chariot can be up to Huge, a superior chariot can be up to Gargantuan, and an exquisite chariot can be up to Colossal. Bigger chariots can carry more passengers.

Passengers: A Large chariot can carry one Medium creature, a Huge chariot can carry six, Gargantuan can carry twelve, and Colossal can carry twenty-four. A chariot can carry two Small creatures instead of one Medium. A chariot of sufficient size can carry one Large creature instead of three Medium, one Huge instead of three Large, or one Gargantuan instead of three Huge. Tiny and smaller creatures can ride a chariot, but do not take up space.

ECOLOGY

Instruments of either war or decadence, an auto chariot is a marvel of magical engineering. A rolling mount that can steer itself on its master’s behalf, and requires neither food nor sleep, these constructs are mindlessly loyal to those that pilot them. While their initial development may have been as tools of war, more luxurious auto chariots are mobile palaces that convey their passengers to their destination in style, comfort, safety and without stop.


Not all entries in the Menagerie are designed to be necessarily hostile encounters, and the Auto Chariot (along with its cousins the Auto Yacht and Auto Dirigible) is a prime example of that philosophy. Indeed, while the vital statistics presented here are most useful in situations where a party or a foe needs to break one of these magical marvels, those situations are more likely determined by the people using the Construct, rather than out of a need to defend one's self against the Chariot itself. These self-driving conveyances can be used to impress as a status of wealth and power both for NPCS and players alike, and borrowing (or capturing) one can make overland travel a breeze... assuming that you at least have an idea of where you need to go.

 

Axiomites and Constructs are superficially similar in their approach to behavior, but make for quite varied foes in practice. Constructs, in particular, have an interesting relationship with player characters, since it's entirely possibly that a party might get its hands on the formula for crafting one. Every construct in the Menagerie is presented with all of the facts and figures required to make that possibility work smoothly. Next week we'll continue our tour of the Menagerie with creatures that are in many ways the opposites of this week's fare: Fey and Proteans.

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