Online Viewer of Enchanted Realms Monsters



 Over-Category: Ideophage 
 Kingdom: Construct 
For all practical purposes, Ideophages do not eat at all; they do no grow or sustain from a known energy. Constructs, while not the only Ideophages, are the clearest example. A golem constucted of stone will exist until the stone erodes or is significantly damaged in some way.
Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Constructs are completely immune to mind or spirit based attacks. Further, constructs cannot be healed by most magic, unless the description specifically states.
Constructs have weak vision enabling them visibly distinguish color even in dim light up to 10 feet; however, they primarily use blindsight out to 60 feet. As they are not alive, they cannot be healed normally or by magical means unless specifically defined in the creature's description. This further makes them immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Constructs do not eat food, sleep, or breathe.

Ballista, Kobold 

Specially designed weapon, usually only found where enhanced kobolds live. This attack has a shorter range, 50 feet, but it inflicts piercing damage while also grappling the target when struck. The harpoon-style barbed bolt is connected to a chain, which can be reeled in towards the machine. This is performed as an action on the turn after the strike. The victim is permitted a Resilience save (DC:20). On success, the victim is dragged only 5 feet, 10 feet on failure. If missing the save by 5 or more, then the grappled is pulled 25 feet closer to the ballista. As an engineering rule, a target already grappled cannot be targeted for attack.

Body: 22 ( STR:6, AGIL:3, RESIL:6 )
Mind: 0 ( LOGIC:0, PERC:0, JUDG:0 )
Spirit: 0 ( WILL:0, FAITH:0, MUSE:0 )
Movement: feet
Size Category: Medium 
Armor Class: 10
Attack: Barbed Spike
Number of d20s: 3
To-Hit Modifier: +8
Damage Type: piercing
Damage: 3 to 5 pts
Attack Special: onHit;;{"command":"grapple"}