Maug[spoiler]
HD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +0 | Maug Body, +2 Str, +1 Dex, Rapid Repair, Gift from Acheron |
2 | +1 | +0 | +0 | +0 | +1 Str, +1 Dex, Pulverize, Grafts |
3 | +2 | +1 | +1 | +1 | +1 Str, +1 Dex, Spell Resistance, Built for War |
Skills: (2 + Int per level, 4x at 1st level) The Maug's class skills are Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana), Knowledge (architecture and engineering), Listen (Wis), Profession (Wis), Spot (Wis), and Survival (Wis).
Proficiencies: Maugs are proficient with any natural weapons they possess, all simple weapons, all martial weapons, and with all armor. Maugs may treat two-bladed swords as martial weapons rather than exotic weapons.
Maug Body: The maug loses all racial traits and features, and gains the construct type and traits. These include:
-No Constitution Score
-Low-light vision
-Darkvision out to 60 feet
-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.
-Cannot heal damage naturally
-Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, and 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. Destroyed if reduced to 0 hit points, but can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials per HD.
-Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
-Constructs do not eat, sleep, or breathe
A maug is medium size and has a land speed of 30ft. Maugs also have a natural armor bonus equal to their Strength modifier.
A maug has two slam attacks that each deal 1d6 damage and threaten a critical hit on a natural 20. These slam attacks increases their damage one die size for every 5 HD the maug gains.
At 5 HD a maug gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.
Ability Score Increases: The maug gains ability score increases as shown on the table.
Rapid Repair (Ex): A maug that rests for 1 full hour repairs 1 hit point of damage, so long as it has at least 1 hit point. The amount of hit points a maug repairs with a full hour of rest improves by 1 for every 3 HD a maug possesses.
A character can assist a maug's repair with a relevant Craft check (DC 15). If the check is successful the maug repairs an additional 1 point of damage per hour of rest. If the character assisting the maug's repair exceeds the DC 15 Craft check by 10 or more, the maug repairs an additional 1 point of damage for each 10 points by which the assisting character exceeded DC 15. So a craft check of 35 would allow a maug to repair an additional 3 points of damage. Relevant Craft skills include stonemasonry, sculpting, blacksmithing, armorsmithing, and gemcutting.
Providing assistance to the maug counts as light activity for the assisting character, and a character can only assist one maug at a time. A maug cannot aid its own repair.
Gift from Acheron (Ex): The maugs' creators knew they couldn't compel maugs to fight until death because constructs are immune to compulsions, so they designed their creations with "incentive" instead.
A maug is not destroyed when reduced to 0 hitpoints like other constructs. It is instead merely disabled from 0 hit points to -9 hit points, and can only take a single move or single standard action. In this mode the maug gains +1 to attack, damage, and initiative. Every time it successfully damages another creature it gains 1 hit point and another +1 to attack, damage, and initiative. The maug stops gaining hitpoints if it gains a positive hit point total of at least 1. The bonuses to attack, damage, and initiative remain until the end of the combat or until the maug is destroyed, whichever comes first.
Grafts: Maugs constantly modify their bodies to maximize their effectiveness. A maug can have certain maug grafts for free. At second level a maug can incorporate either a Locking Hand, a Shoving Arm, Rollers (Augment), or a Stone Spitter into its body at no cost. Additional grafts can always be purchased with the maug's own wealth and resources.
On their 3rd class level maugs learn how to build and install maug grafts with the appropriate materials and craft checks. They qualify for the Craft Magic Arms and Armor feat as if they met its prerequisites and can take the feat any time they would normally gain a feat. The maug also gains +4 racial bonuses on Craft (stonemasonry) and Knowledge (architecture and engineering).
Locking Hands replace normal hands the maug already possesses, so a maug cannot gain more locking hands than original hands. A maug can only have two Shoving Arms, two Stone Spitters, one set of Spike Stones, and one Shudder Plate from this class feature. A maug can only augment or replace its legs with rollers once, so it cannot gain the rollers graft more than once.
Pulverize (Su): Once per day per HD, a maug can touch an object as a standard action and negate its hardness for 1d4 rounds unless it succeeds on a fortitude save (DC 10 + Maug's HD + Maug's Strength modifier). A successful Fortitude save negates the effect.
Pulverize can affect an object of up to 1,000 cubic feet in volume (10 foot cube). If the object is larger, only a 10 foot cube of it is affected. Unattended non-magical objects do not receive a saving throw. If a creature holds, wears, or carries the object the maug must succeed on a melee touch attack that does not provoke an attack of opportunity. If a maug possesses the Improved Sunder feat, the save DC of this ability is increased by 4. Other feats and abilities that improve Sunder checks improve the save DC of this ability by the same amount.
A maug can affect another 1,000 cubic feet of volume (10 foot cube) for every 3 HD it possesses. Maugs also add 1 round to the duration of this ability for every 3 HD they possess.
At 6 HD Maugs can choose to use Pulverize as a move action instead of a standard action. They decide this every time they use the ability, they do not have to decide only when they reach 6 HD.
At 12 HD Maugs can use Pulverize as a move action, or a standard action, or a swift action, whichever is most practical at the time. They make this decision anew every time they use the ability, and don't have to decide only when they gain it.
At 18 HD Maugs can use Pulverize as a free action.
At 10 HD, Pulverize can mimic the
disintegrate spell against objects when doing so would be superior to how Pulverize normally works. For example a 10th level maug could use Pulverize to destroy a
wall of force. The maug's caster level for this ability is equal to its HD and its Strength modifier is used to calculate saves. The range is always touch though.
Spell Resistance (SR): The maug gains Spell Resistance 11 + HD. A maug can lower or raise its spell resistance as a free action at any time should it choose, it does not have to be the maug's turn for it to lower or raise its spell resistance.
Built for War (Ex): The maug increases to Large size and gains a +10 bonus to all its movement speeds.
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Comments:
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The maug gets most of its power from its grafts, which are listed below these comments.
The Save DC for Pulverize is deliberately high. It was high in the original entry and it's not useful if the save is easy, because every action the maug spends lowering an objects hardness is a action it doesn't spend actually damaging the object. Eventually it's a free action, but that takes awhile. Since there are maneuvers that ignore DR and Hardness, Pulverize is only unique and worthwhile if it is difficult to resist. Honestly I saw the ability being used more often to make holes through walls and such than in combat.
The maug is on page 121 of the Fiend Folio.
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Grafts:[spoiler]
At their 2nd level maugs gain one of the below grafts for free. The graft must be worth 3,000 gp or less to be gained for free by the maug's Graft class feature. The same class feature also qualifies maugs for the Craft Magic Arms and Armor feat which a maug must take in order to craft grafts.
Maugs customize their bodies for war. A maug with the Craft Magic Arms and Armor feat can expend gold, experience, and time as usual for crafting a magic item to create a maug graft. A maug must meet the prerequisites for a graft, given at the end of the graft entry, and make the necessary craft (stoneworking) check.
Locking Hand:This stone hand is designed so its fingers can clasp and lock together, as well as grip with considerably more force than the maug's normal hands. It replaces the maug's normal hands. A maug can choose to replace all of its hands with Locking Hands, which for a normal maug is two, so a normal maug can have as many as two Locking Hands. Locking hands do not change the amount of damage a maug deals with its unarmed attacks or natural weapons, although a maug skilled in their use can use its locking hands to make a rend attack (See below).
The main purpose of a locking hand is to strengthen the maug's grip, making it more difficult to disarm the maug or dislodge an item from its grasp. The maug gains its strength bonus again to avoid being disarmed, to oppose checks to escape a grapple, to catch itself while falling, and to hold onto a surface when damaged while climbing. Effectively a maug with one or more locking hands is allowed to apply its strength bonus multiple times (A minimum of once) to activities that benefit from a strong grip. A creature with more than one locking hand stacks the bonuses of each locking hand involved in the activity.
Locking hands can be locked and unlocked as easily as the maug can make a fist. They do not inhibit spell-casting or skill use. If a maug does not have a strength bonus of +5 or more, then the bonus given by the locking hand is +5.
A maug with more than one locking hand can rend opponents. If a maug hits with at least two slams or unarmed attacks with two locking hands, it grips and tears its enemy for additional damage equal to two slams + 1 1/2 times its strength modifier.
At 5 HD a maug with at least one locking hand gains the Improved Grab extraordinary ability for attacks it makes with the associated limbs.
At 10 HD a maug with a locking hand can dispel magical effects within its vice-like grip. Once per round as a free action a maug gripping an item or character within its locking hand can choose to dispel a magical effect on its target as if by
greater dispel magic with a caster level equal to the maug's Spell Resistance. This is an extraordinary ability.
At 15 HD a maug can infuse its locking hands with anti-magic. To do this a maug temporarily sacrifices any magical enhancements on its locking hands, but can suppress magic effects it touches as if by an
anti-magic field. A maug must choose to do this at the beginning of the round, although doing so is a free action. Effectively its hands become small anti-magic fields, allowing it to suppress magical Freedom of Movement effects as well as any other magical effects on its target. A maug could theoretically make touch attacks with this ability, but without seizing hold of its targets would only suppress their magical effects for the moment it touched them. This is an extraordinary ability.
At 20 HD, once per round as a free action a maug gripping an item or creature within its locking hand can choose to target the item or creature in its grip with
mordenkainen's disjunction with a caster level equal to the maug's Spell Resistance. This is an extraordinary ability.
Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD.
Market Price: 2,000 gp
Stone Spitter:This device is usually fixed to the maug's shoulder. It is a boxlike or bin-like device with a tube at its base from which stones or bullets are fired. "Standard issue" ammunition for Stone Spitters is sling bullets, but appropriately-sized regular stones are often substituted.
A maug grafted with a stone spitter can use it to make ranged attacks with a range increment of 50 feet. The damage from these attacks is based on the maug's size and what type of ammunition is used (See table below). Two times per day per HD the maug possesses the maug can fire ammunition with increased velocity and force, this damage is shown on the "Increased" column of the table below. These enhanced attacks have a +1 bonus to attack and damage.
Each stone spitter can be loaded with up to 50 stones or sling bullets. A maug can reload up to 10 ammunition in a stone spitter as a full-round action, which involves opening the stone spitter, loading a handful of ammunition, and re-closing it. Fully reloading a stone spitter (to 50 ammo) takes three full rounds.
A maug with more than one stone spitter graft can make as many more attacks per standard action. So a maug with two stone spitters can make a ranged attack with each of its stone spitters in one standard action for a total of two attacks. Extra stone spitter grafts do not increase the amount of stone spitter attacks a maug can make as a full round action, though it can still make extra attacks it gains from other sources like a
haste spell or a high base attack bonus. A normal maug cannot be grafted with more than six total stone spitters. The base price for the 2nd and 4th stone spitters is doubled and they take up arm slots for equipment. The base price for the 5th and 6th is doubled again and they take up leg slots.
Feats that enhance crossbows can be taken instead for stone spitters when their benefits could apply. Grafted stone spitters can benefit from feats, abilities, and enhancements that target natural weapons as well as those that target manufactured weapons.
At its 5th HD and every 5 HD afterward (10, 15, etc.) the range increment for a maug's stone spitters doubles.
At 10 HD a maug with a stone spitter gains the ability to fire dispelling ammunition. The maug must declare it is using this ability before it uses it. The maug fires a shot from its stone spitter as normal and must hit its target as normal. On a successful hit the target is subject to
greater dispel magic with a caster level equal to the maug's spell resistance. If the maug misses the use of the ability is wasted. The maug can only do this as many times per day as HD it possesses, but only once per round. This is an extraordinary ability.
At 20 HD a maug with a stone spitter gains the ability to fire ammunition with even greater dispelling power. The maug must declare it is using this ability before it uses it. The maug fires a shot from its stone spitter as normal and must hit its target as normal. This shot is not allowed any magical enhancements, as the projectile fired is infused with antimagic. On a successful hit the target is subject to
mordenkainen's disjunction with a caster level equal to the maug's spell resistance. If the maug misses its shot the use of the ability is wasted. The maug can only do this as many times per day as half its HD rounded up, but only once per round. This is an extraordinary ability.
Stone Spitter Damage
Stone Spitters and Alchemical items: Maugs who are invested in ranged combat enjoy loading their stone spitters with alchemical stones to achieve additional advantage in battle. Flash Pellets (Complete Adventurer, 118), lightweight Thunderstones (Player's Handbook, 129), Ferrous Aqua (Complete Scoundrel, 110), Liquid Sunlight (CS, 110), Rust Cubes (CS, 111), and other alchemical items that can withstand enough pressure to be fired from the stone spitters qualifies as potential ammunition. Although it is expensive, doing this allows maugs to barrage targets with unique tailored ammunition, overwhelming their foes with debilitating effects after forcing them to make dozens of saves.
A maug firing alchemical stones from its stone spitter(s) can target squares or specific enemies and successful attacks on creatures do damage as well as triggering the effect of the alchemical stone. Brittle items like Flash Pelets, Ferrous Aqua, and Liquid Sunlight do damage as stones. Heavier, harder items like Rust Cubes and Thunderstones do damage as bullets.
Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD
Market Price: 2,000
Shoving Arm: This piston-like appendage ends in an upright flattened stone hand. It is affixed to the torso of a maug, held in place by a stone "belt."
A maug grafted with at least one shoving arm can use it to make a special attack once per round as a free action. The maug makes a melee touch attack against any opponent within 5 feet. If the maug hits with its shoving arm it and the creature struck make opposed strength checks as if the maug were making a bull rush attempt. The maug adds its strength bonus to this check a second time (So it will be using twice its strength modifier on this bull rush). If the maug wins the check the defending creature is pushed back 5 feet plus an additional 5 feet per 5 points by which the maug's check exceeded the defender's.
A maug with a shoving arm can also simply decide to add its strength bonus a second time on bull rush attempts.
At 3 HD a maug with at least one shoving arm can stand from prone as a swift action that does not provoke attacks of opportunity. If it has two shoving arms it can stand from prone as a free action that does not provoke attacks of opportunity.
At 6 HD a maug with a shoving arm gains the Constrict extraordinary ability. The maug deals damage equal to a slam + 1 1/2 times its strength bonus with constrict. If it has a locking hand it deals damage equal to two slams + 1 1/2 times its strength bonus with constrict. If it has two locking hands it deals damage equal to two slams + twice its strength bonus with constrict.
Also at 6 HD a maug with a shoving arm gains its strength bonus again to resist grapple. If the maug is using its grapple check to resist grapple this means it applies its strength bonus twice. If the maug is using its Escape Artist check to resist grapple this means it adds both its dexterity and its strength to the check. A maug with two shoving arms adds its strength bonus again.
At 9 HD a maug with a shoving arm can dispel magical effects when its shoving arm strikes an opponent. Once per round, any time a maug touches a target with a shoving arm can choose to dispel a magical effect on its target as if by
greater dispel magic with a caster level equal to the maug's Spell Resistance. A target is "touched" any time the maug succeeds on a melee touch attack with its shoving arm, any time it inflicts constrict damage with its shoving arm, any time it gains the benefits of a shoving arm in a bull rush, or any time it gains the benefits of a shoving arm in grapple. This is an extraordinary ability.
At 12 HD checks made with the benefits of a shoving arm are made as if the maug is one size category larger when it would be beneficial.
At 15 HD checks made with the benefits of a shoving arm are made as if the maug is one size category larger when it would be beneficial.
At 18 HD a maug with a shoving arm can completely cancel magical effects when the maug strikes a target with its shoving arm. Once per round, any time a maug touches a target with a shoving arm can choose to dispel a magical effect on its target as if by
mordenkainen's disjunction with a caster level equal to the maug's Spell Resistance. A target is "touched" any time the maug succeeds on a melee touch attack with its shoving arm, any time it inflicts constrict damage with its shoving arm, any time it gains the benefits of a shoving arm in a bull rush, or any time it gains the benefits of a shoving arm in grapple. This is an extraordinary ability.
Each shoving arm a maug is grafted with increases the price of armor made for the maug by 10%.
Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD.
Market Price: 2,000 gp
Shudder Plate:Usually placed within the maug's chest, a shudder plate looks like a thin square piece of shale set within a stone frame. It is specially designed and enhanced to quietly shake and vibrate within its case, giving the maug a supernatural understanding of the area surrounding it.
A maug with a shudder plate gains Tremorsense with a range equal to 5 times half its HD rounded down. Additionally the maug takes a -4 penalty on Move Silently checks.
At 5 HD a maug with a shudder plate gains Blindsense with a range equal to 5 times half its HD rounded down.
At 10 HD a maug's Blindsense from its shudder plate is replaced with Blindsight at the same range.
At 15 HD the range of the maug's Tremorsense and Blindsight becomes 10 times half its HD rounded down.
At 20 HD a maug with a shudder plate gains Touchsight equal to 5 times half its HD (Touchsight works as the Psionic Power of the same name).
Wearing armor divides the range of the senses granted by shudder plate in half.
Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 5 HD.
Market Price: 8,000 gp
Rollers (Replace): Rollers replace the maug's legs with six great stone cylinders beneath a pyramid of rock.
Rollers add 20 feet to the maug's land speed and give it the ability to trample foes, but the maug takes a -8 penalty to Climb, Ride, and Swim checks.
A maug with rollers gains the Trample extraordinary ability, but with the following changes:
In place of the maug's slam damage it does damage based on its size according to the table below. The maug still adds 1 1/2 times its strength bonus to the damage as usual.
The maug may also trample an opponent more than once if it moves through their space more than once.
Opponents who take damage from the maug's Trample ability are knocked prone.
A maug with rollers can also do its Trample damage to any foe it successfully overruns.
At 9 HD and every 3rd HD afterward a maug with Rollers gains an additional +10 to its land speed and a +2 bonus on bull rush checks. If it also possesses Spike Stones, it gains +2 to climb checks for every +10 to land speed granted by its HD.
At 12 HD a maug with Rollers and Spike Stones gains a climb speed equal to half its land speed.
At 15 HD a maug with Rollers who pins an opponent in grapple can do its trample damage to that foe once per round and can maintain the pin as a free action. If the maug also has Spike Stones it gains the Rake extraordinary ability, but in place of two claw attacks it does the damage of its spike stones once. If it converts the damage of its Spike Stones to slashing somehow, it can do the damage of its spike stones twice with a Rake attack.
At 18 HD a maug with Rollers is counted as one size category larger for the purpose of Bull Rush checks, Overrun attempts, and when determining whether it can Trample an opponent.
Rollers Trample damage:
If a maug has the Spike Stones graft, it adds the damage from its spike stones to its trample damage. The full damage of the maug's Trample with spike stones is counted as both bludgeoning and piercing for the purposes of overcoming damage reduction. The spike stones graft also removes the -8 penalty to climb checks the maug suffered for taking the rollers graft.
If the grafted maug has the Improved Overrun feat, it adds +4 to the save DC of its Trample ability.
Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 6 HD.
Market Price: 10,000 gp
Rollers (Augment): Instead of replacing its legs entirely, some maugs prefer to gain the speed of rollers without the removal of their legs. Eight stone cylinders are built into the maug's shins (4 in each shin) and smaller cylinders are built carefully into its feet so as not to impede normal movement.
A maug with rollers gains a +10 bonus to its land speed. This bonus increases by another +10 for every 3HD the maug possesses.
The bonus the maug gains from augmenting its legs with rollers is halved if the maug wears anything on its legs. If the maug later chooses to replace its legs with the larger rollers (See above) it loses the benefit of these rollers.
Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 4 HD
Market Price: 3,000 gp
Spike Stones: These small round stones are placed in the stony exterior of a maug, all over its body.
The grafted maug can cause them to grow as a standard action that does not provoke attacks of opportunity. The stones suddenly lengthen into sharp spikes capable of piercing flesh and armor alike. These spikes count as armor spikes that do damage according to the maug's size (1d8 for a large maug). If used in conjunction with an unarmed or natural attack the spikes deal half their damage and add piercing damage to the damage type. In essence a maug with stone spikes deals half the damage of its spikes to any foe it strikes with an unarmed attack or natural attack.
At 8 HD a maug with stone spikes can expel its spike stones from its body, firing them in all directions. This is a burst-type area attack with a radius of 30 feet. Enemies in the area take piercing damage equal to twice the damage of the stone spikes plus the maug's strength bonus unless they succeed on a reflex save (DC 10 + 1/2 maug's HD + maug's strength bonus). A successful reflex save reduces the damage by half. Doing this causes the maug to take damage equal to its HD which cannot be reduced by any means. This also requires the maug to forfeit all benefits of its stone spikes until it spends another standard action regrow them.
Every 2 HD after its 8th HD allows the maug to add 5 feet to the radius of its burst attack.
The damage for the maug's stone spikes increase one die size for every 5 HD the maug possesses.
The maug's stone spikes count as both natural and manufactured for the purpose of determining whether they can benefit from enhancements.
Prerequisites: Craft Magic Arms and Armor, creator must be a maug of 4 HD
Market Price: 4,000 gp
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