Slamma-Hamma, Cyborg 5th-Level Ettin

giant · CR 12 · from Book of Beasts II
Slamma-Hamma, Cyborg 5th-Level Ettin

Slamma-Hamma, Cyborg 5th-Level Ettin Barbarian

StatisticValue
Size/TypeLarge Aberration
Hit Dice10d8 + 5d12 (77 hp)
Initiative+3
Speed50 ft. in hide armor (6 squares); base speed 60 ft.
Armor Class20 (-1 size, -1 Dex, +9 natural, +3 hide), touch 8, flat-footed 20
Base Attack/Grapple+12/+23
AttackWarhammer +18 melee (2d6+7)
Full Attack2 warhammers +18/+13/+8 melee (2d6+7)
Space/Reach10 ft./10 ft
Special AttacksRage 2/day
Special QualitiesFast healing 2, cyborg traits, fast movement, improved uncanny dodge, trap sense +1, illiteracy, low-light vision, superior two-weapon fighting
SavesFort +7, Ref +7, Will +7
AbilitiesStr 28, Dex 12, Con 15, Int 8, Wis 12, Cha 13
SkillsClimb +11, Intimidate +9, Jump +11, Listen +19, Search +7, Spot +19, Survival +3
FeatsAlertness, Cleave, Diehard, Endurance, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Challenge Rating13
Level Adjustment+12

Description

Superior Two-Weapon Fighting (Ex): Slamma-Hamma fights with two massive steel mallots. Because each of its two heads controls and arm, Slamma-Hamma does not take a penalty on attack or damage rolls for attacking with two weapons.

Carrying Capacity: A light load for Slamma-Hamma is up to 1,200 pounds; a medium load, 1,201–2,400 pounds; and a heavy load, 2,401–3,600 pounds. He can drag 18,000 pounds.

Skills: Slamma-Hamma's two heads give it a +2 racial bonus on Listen, Spot, and Search checks. His cyborg senses give it an additional +4 bonus on Listen and Spot checks.

Creating a Cyborg

"Cyborg" is an acquired template that can be added to any living corporeal creature other than a construct, ooze, or shapechanger, or any creature that has fast healing or regeneration.

A cyborg has all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to aberration. Do not recalculate base attack bonus, saving throws, or skill points. Size is unchanged.

Hit Dice: Increase all current and future racial Hit Dice to a minimum of d8. Do not change class HD.

Speed: Increase all movement modes by 10 feet.

Armor Class: Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).

Special Attacks: A cyborg retains none of the base creature's supernatural special attacks, and no special attacks that have a Constitution-based save DC.

Special Qualities: A cyborg retains all the special qualities of the base creature except for damage reduction, immunities or energy resistance. It also gains the special qualities described below.

Fast Healing (Ex): A cyborg of size Medium or smaller heals 2 points of damage each round so long as it has at least 1 hit point. Larger creatures gain an additional point of fast healing for each size category above Medium. Any healing performed on a cyborg requires a Craft (cyborg) skill check, but is otherwise the same as a Heal skill check.

Cyborg traits (Ex): Low-light vision. Immunity to poison, paralysis, disease, and death effects. Not subject to nonlethal damage, ability damage, fatigue, or exhaustion. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Carrying Capacity (Ex): A cyborg can carry 50% more weight for its size category.

Abilities: A cyborg's Strength and Dexterity increase by +4.

Skills: Cyborgs have a +4 racial bonus on Listen and Spot checks. Otherwise same as the base creature.

Feats: Cyborgs gain Diehard, Endurance, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn't already have these feats.

Challenge Rating: Same as the base creature +1

Level Adjustment: Same as base creature +2.

Also in this section of the source

Droid

Author: Robert J. Hall.

StatisticValue
Size/TypeMedium Construct
Hit Dice1d10+20 (26 hp)
Initiative+1
Speed30 ft. (4 squares)
Armor Class14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple+0/+2
AttackSlam +2 melee (1d4+2)
Full AttackSlam +2 melee (1d4+2)
Space/Reach5 ft./5 ft.
Special Attacks―
Special QualitiesDarkvision 60 ft., low-light vision, damage reduction 5/electricity, construct traits, artificial intelligence, recharge
SavesFort +0, Ref +3, Will +3
AbilitiesStr 15, Dex 13, Con ―, Int 10, Wis 12, Cha 10
SkillsBalance +3, Listen +3, Search +2, Spot +3
FeatsLightning Reflexes
EnvironmentAny
OrganizationSolitary
Challenge Rating1
TreasureNone
AlignmentUsually neutral
Advancement2–10 HD (Medium)
Level Adjustment―

This sleek construct is composed of various inorganic materials, all crafted with great precision and integrated into a form almost resembling a creature. It has various hinged appendages, metallic attachments, rods, cylinders, molded coverings, access plates, and other parts.

These artificial beings are the end products of countless years of cybernetic development. They possess physical abilities that can match and in many cases exceed the capabilities of organic beings. They can also perform respectable feats of intellect, and are capable of being programmed to perform virtually any task. As they are physically resilient and highly focused on the task for which they are programmed, droids are often assigned very tedious or dangerous tasks.

The statistics above are only a typical profile for a general-purpose droid that has been well maintained. Many droids will have modified ability scores, movement speeds, better armor, and so forth. Some may have attached weapons or additional special qualities. Droids can have their Hit Dice increased, but only by enhancements through various hardware additions and upgrades. These improvements must be purchased, then properly installed into the droid.

Combat

Droids never engage in combat unless instructed or programmed to do so. If they are not armed, they use their body to perform a slam attack.

Recharge (Ex): A droid must periodically recharge, or else shut itself down to conserve energy. A standard charge will last for 3 days + 1 day per Hit Dice. The memories and programs of the droid are fully restored once power is recovered.

Skills: The droid is hardwired with 1 skill point each in the Balance, Listen, Search, and Spot skills. They are also programmed with 4 additional skill points plus 2 skill points per additional Hit Dice. These additional skill points are not factored into the creature statistics above, but are shown in the standard droid variants below.

Each droid has the Balance, Listen, Search, and Spot skills as class skills. They also gain a number of additional class skills equal to 4 + Int modifier. These are hardwired class skills, and can not be altered without physically rebuilding the droid. Any cross-class skills are considered trained skills. Thus a droid can not make a skill check on a cross-class skill unless points have been assigned.

The skill points are assigned when a droid is programmed or advanced. The skill points can not be reassigned unless the basic personality of the droid is wiped. Doing so will eliminate the integrated memory of the droid, leaving only stored data and selected memory snapshots.

Artificial Intelligence (Ex): The droid can be reprogrammed by entering an access code and inserting standard program disks, or by a Craft(programming) skill check at DC 20 + droid Hit Dice. Successfully programming a droid allows skill points to be reassigned to any combination of skills, subject to the normal limitations for rank and a personality wipe of the droid.

Droids are able to physically interface to electronic networks, allowing them to communicate using standard protocols. They can also control manufactured cybernetic attachments, which serve as extra limbs or specialized tools. The attachments can give circumstance bonuses to skill checks, which varies depending on the quality of the manufacturing.

The core personality and memories of a droid are stored in a hardened storage device that has a hardness of 12 and 30 hit points. This device is stored internally and normally can not be damaged until the droid is disabled.

With suitable technology, information can be downloaded from an undamaged storage device for later recovery in case the construct is destroyed beyond repair. For every 3 points of damage dealt to the storage device, there is a cumulative 10% chance the data will be damaged beyond recovery, and a cumulative 5% loss of stored information.

Standard Droid Variants

The following are some common droid variants and their modifications to the base statistics:

Loader Droid

  • Hit Dice: 1d10+20 (25 hp)
  • Attack: Cutting tool touch +1 melee (2d6 fire)
  • Skills: Balance +3, Listen +3, Profession (laborer) +3, Search +2, Spot +3, Use Rope +3

Navigation Droid

  • Hit Dice: 2d10+20 (31 hp)
  • Base Attack/Grapple: +1/+3
  • Skills: Balance +3, Knowledge (navigation) +4, Listen +3, Profession (navigator) +3, Search +2, Spot +3

Patrol Droid

  • Hit Dice: 3d10+20 HD (36 hp)
  • Armor Class: 17 (+1 Dex, +6 armor), touch 11, flat-footed 16
  • Base Attack/Grapple: +2/+4
  • Attack: Laser pistol +4 ranged (3d6)
  • Saves: Fort +1, Ref +4, Will +2
  • Skills: Balance +3, Listen +4, Search +4, Spot +4
  • Feats: Lightning Reflexes, Weapon Focus (laser rifle)

Scout Droid

  • Hit Dice: 2d10+20 HD (31 hp)
  • Speed: fly 60 ft. (average) (12 squares)
  • Base Attack/Grapple: +1/+4
  • Skills: Balance +3, Listen +3, Move Silently +6, Search +2, Spot +4

Battle Droid

  • Hit Dice: 4d10+20 HD (53 hp)
  • Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
  • Base Attack/Grapple: +3/+5
  • Attack: Laser rifle +4 ranged (3d8)
  • Skills: Balance +3, Listen +6, Search +2, Spot +6
  • Feats: Lightning Reflexes, Weapon Focus (laser rifle)

All 820 monsters in the Netbook Bestiary