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Temple Critterby Jamie Baty
Hit Dice: 3d10 (16 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares) (can't run)
Armour Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: +2/-8
Attack: Bite +5 melee (1d4 -2)
Full Attack: Bite +5 melee (1d4 -2) and 2 claws +0 melee (1d2 -3)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 10/magic, darkvision 60ft., low-light vision
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 7, Dex 17, Con -, Int 7, Wis 14, Cha 2
Skills: Climb +12, Hide +15, Jump +12, Listen +8, Move Silently +7, Spot +8
Feats: Alertness, Improved Initiative, Weapon Finesse (B)
Environment: Any land
Organisation: Solitary, Pair, or Brood (2-5)
Challenge Rating: 2
Alignment: Always neutral, Often Evil
Advancement: 4-6 HD (Tiny); 7-9 HD (Small)
Level Adjustment: -
These 1-foot-tall constructs resemble gargoyles. They were created by clerics of the Savage Coast to serve as spies, servants, and watchdogs in their temples. These creatures are fashioned from either rock or hard clay, always possessing a grey or black cast. Their forms are rarely that of a traditional gargoyle, though. Instead, they are more often modelled after standard religious icons like cherubs and little demons; sometimes, they are even formed into replicas of native races such as manscorpions and enduks. Often, features such as hands, feet, and ears are exaggerated. Though many temple critters have wings, none can actually fly.
Temple critters are intelligent for constructs (possibly due to their divine rather than arcane origins) but remain under the complete power of the cleric who created them. These creatures live in the shadowy recesses of temples, cathedrals, and crypts. They are full of nervous energy and usually roam about aimlessly. When spying, they often attempt to pass themselves off as normal sculptures, but they are unable to stay completely still for more then a few minutes at a time. Temple critters watch for people who wander into off-limits areas or those who cause mischief of some kind. Narvaezan, Hulean, and Nimmurian priests often set them to guard precious items. Temple critters can sound very effective alarms by employing the same high-pitched shriek used in combat.
Temple critters move very quickly for their size, darting from place to place with sudden bursts of speed. They can even jump up into the air, landing on tables and shelves or using their claws to dig into walls or doors.
Temple critters generally avoid combat whenever possible. Except in large numbers, they are too small to be much more than a nuisance. However, if commanded into combat by their creator, a temple critter unhesitatingly attacks with a ferocity that surprises many people. Emitting a high-pitched shriek, it jumps onto its opponent and scrambles around to any unprotected areas, attacking with both claws and teeth. Once the battle has begun, it will not stop unless destroyed or commanded away by its master.
Temple critters are proficient with simple weapons, and are occasionally found with tiny versions of these weapons.
Damage Reduction (Su): A temple critter has damage reduction of 10/magic. For the purposes of bypassing damage reduction, its bite and claws count as magic weapons.
Skills: Temple critters have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus to Hide and Move Silently checks. They possess a +8 racial bonus on all Climb and Jump checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
The Red Curse
As a constructed creature, the temple critter never acquires Legacies or requires cinnabryl.
The body of a temple critter is sculpted from 100 pounds of granite, clay, marble or other mineral substance suited for sculpting anointed with rare tinctures and admixtures costing at least 3,000 gp. Creating the body requires a DC 15 Craft (sculpture) check.
CL 12th; Craft Construct, animate objects, consecrate or desecrate (depends on caster's alignment), geas/quest, prayer, stone shape, caster must be at least 12th level; Price 20,000 gp; Cost 8,500 gp + 680 XP.