Tag: constructs

  • Colossus of Akros Tactics

    From a bunch of cute animated statues to one honking big, not-at-all-cute animated statue: The Colossus of Akros (Theros’s Sparta analogue) is a massive metal golem that defends the polis when its warriors are away picking fights with other city-states. Despite its size, however, its Intelligence is exactly the same as that of those animal constructs. Imagine a giant death robot with the brains of a golden retriever.

    This mega-brute, with extraordinary Strength and Constitution, is focused almost entirely on melee. With a 60-foot movement speed and a 15-foot reach, it has little trouble chasing down fleeing foes. Mundane weapons can’t hurt it, nor can poison or psychic damage, and fire has exactly the opposite of the desired effect, softening the Colossus’s substance up just enough for it to magically re-form where it’s been battered out of shape.

    The Colossus has a ranged attack in the form of a spear it can throw, but it makes this attack only when it can’t get within reach of a target to make a melee attack or use its Flames of Akros recharge ability against it. The spear magically returns to its hand after the throw, so this is an attack it can make again and again, but since it’s a ranged attack, it can make it only once per turn. In contrast, its Multiattack lets it make two melee attacks per turn, with either its spear or (preferably, since it deals much more damage) its sword.

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  • Anvilwrought Tactics

    The Theran analogue of Hephaestus, Purphoros (“Fire-Bearer” or “Fire-Bringer”—again, personally, I’d have chosen to transliterate Πυρφορος as “Pyrphoros,” since we all know that pyr- means “fire”), made all kinds of neat animated creature-bots for his faithful. Four of these have stat blocks in Mythic Odysseys of Theros: the anvilwrought raptor, the bronze sable, the burnished hart and the gold-forged sentinel.

    The anvilwrought raptor is an obvious call-out to Bubo in Clash of the Titans (1981), and I’m here for it. Its very high Dexterity and high Constitution suggest either a skirmisher or shock attacker combat role, but it lacks the Flyby trait, so the only way it’s going to withdraw from melee is by either baiting out an opportunity attack that misses or taking an action to Disengage. Still, this little construct packs a punch for a CR 1/2 creature, dealing an average of 11 damage per round; its AC 14 is also a couple of points above par, and while its hit points are at the low end of the range for its CR, they’re still within it. If anything, it’s slightly overpowered.

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  • Kolyarut Tactics

    I think it’s intriguing that Sigil, purportedly a neutral hub linking all the aligned Outer Planes, nevertheless has such a fixation on maintaining law and order. I mean, sure, that’s clearly something I would hope for from a crossroads used by powerful entities with views that might be wildly at odds with one another. But when law itself is one of those tenets that are up for dispute … I mean, is there any entity responsible for ensuring that all who pass through Sigil are treated kindly, and that all their needs are met? Or that they all get to engage in violative acts against someone else for their own benefit? Or that they can enjoy freedom from any sort of restriction or imposition whatsoever? I’m not the only one who sees the bias here, right?

    Anyway, the Kolyarut is part judge, part detective, part enforcer (as opposed to its cousins, the maruts, which are all enforcer). According to the flavor text in Morte’s Planar Parade, which seems a little confused as to whether there’s just one Kolyarut or many—in the stat block, it’s not even capitalized!—Kolyaruts don’t use their ferocious weaponry to punish, but rather to defend themselves and clear away obstacles to their investigations. Like maruts, they take a very “Don’t start none, won’t be none” attitude.

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  • Modron Hierarch Tactics

    Modrons have always been silly—a whole genus of Sphereland-esque anthropomorphized shapes with sensuous lips—but at least they made some internal sense, in that lower-ranking ones were simpler and had lower challenge ratings. Morte’s Planar Parade throws even that shred of logic out the window. The higher-designation its modrons, the lower their challenge ratings. Its highest-designation modron, the decaton, isn’t even a construct! For some reason, it’s classified as a celestial.

    Moreover, according to the flavor text in Morte’s, decatons are “the least of the hierarchs” (emphasis mine). Does that mean they’re the least numerous, the least powerful or, in fact, the lowest-ranking? This ambiguity, along with the implied deviation from the modrons’ systematic naming-and-numbering scheme, hardly befits what are supposed to be the most rigidly lawful beings in the entire multiverse.

    Since my practice within each post is to present monsters in ascending order of challenge rating, this one is going to read pretty weirdly, because it begins with decatons.

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  • Draconic Elemental, Construct and Ooze Tactics

    Time to put the wraps on Fizban’s Treasury of Dragons with a roundup of the last several creatures remaining: animated breath, metallic sentinels, dragonbone golems and dragonblood ooze. (That’s right—a draconic ooze!)

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