Difference between revisions of "Casinoid (3.5e Monster)"

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'''Magic Immunity:''' A casinoid is immune to any spell that allows [[SRD:Spell Resistance|spell resistance]].  
 
'''Magic Immunity:''' A casinoid is immune to any spell that allows [[SRD:Spell Resistance|spell resistance]].  
  
'''{{Anchor|Fate Spin}} {{Sp}}:''' A casinoid automatically spins its reels at the start of its every turn. This is an instantaneous effect that happens before it takes any actions, including [[SRD:Swift Actions|swift actions]]. Depending on its result, the casinoid's slot machine can create a large variation of effects. See [[#Slot Machine|The Fate Spin Slot Machine]] below for all possible outcomes that generate effects.
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'''{{Anchor|Fate Spin}} {{Sp}}:''' A casinoid automatically spins its reels at the start of each turn it takes. This is an instantaneous effect that happens before it takes any actions, including [[SRD:Swift Actions|swift actions]]. Depending on its result, the casinoid's slot machine can create a large variation of effects. See [[#Slot Machine|The Fate Spin Slot Machine]] below for all possible outcomes that generate effects.
  
 
'''{{Anchor|Double Spin}} {{Su}}:''' A casinoid may expend a [[SRD:Standard Actions|standard action]] in order to spin twice during its turn, enabling it to possibly generate more than one payout in one round.
 
'''{{Anchor|Double Spin}} {{Su}}:''' A casinoid may expend a [[SRD:Standard Actions|standard action]] in order to spin twice during its turn, enabling it to possibly generate more than one payout in one round.
  
'''{{Anchor|Respin}} {{Su}}:''' Once per 1d4 [[SRD:Round|rounds]], a casinoid may respin one of its reels after its first spin of the round. This ability must be used before the payout of the spin (if any) comes into effect. If the casinoid chooses to use a respin, it must stick with the second result even if it is worse or does not result in a payout.
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'''{{Anchor|Respin}} {{Su}}:''' Once per 1d4 [[SRD:Round|rounds]], a casinoid may respin one of its reels after its first spin of the round. This ability must be used before the payout of the spin (if any) comes into effect. If the casinoid chooses to use a respin, it must stick with the second result, even if it is worse or does not result in a payout.
  
 
== The Fate Spin {{Anchor|Slot Machine}} ==
 
== The Fate Spin {{Anchor|Slot Machine}} ==
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==== Energy Symbols ====
 
==== Energy Symbols ====
  
The first five symbols on a casinoid's reels are energy-based, one corresponding with each of the five different energy types. Each symbol is capable of creating powerful energy-based effects when doubles or triples are rolled. In combination of a double of a different energy type, a single energy symbol determines the shape of the energy that is released.
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The first five symbols on a casinoid's reels are energy-based, one corresponding with each of the five different energy types. Each symbol is capable of creating powerful energy-based effects when doubles or triples are rolled. In a combination of a double of a different energy type, a single energy symbol determines the shape of the energy that is released.
 
   
 
   
 
'''{{Anchor|Flame}}:''' The ''flame'' symbol is capable of creating [[SRD:Fire Effect|fire]] effects. A single of ''flame'' focuses any energy effect into a 30-ft. cone. A double of ''flame'' deals 15d6 [[SRD:Fire Effect|fire]] damage.  
 
'''{{Anchor|Flame}}:''' The ''flame'' symbol is capable of creating [[SRD:Fire Effect|fire]] effects. A single of ''flame'' focuses any energy effect into a 30-ft. cone. A double of ''flame'' deals 15d6 [[SRD:Fire Effect|fire]] damage.  
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==== Effect Symbols ====
 
==== Effect Symbols ====
  
Symbols 7 through 11 on a casinoid's leers create a variety of special effects that are organized by type. They interact with each other and with the energy symbols in a great variety of ways.  
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Symbols 7 through 11 on a casinoid's reels create a variety of special effects that are organized by type. They interact with each other and with the energy symbols in a great variety of ways.  
  
'''{{Anchor|Black Skull}}:''' The ''black skull'' symbol creates effects centered around [[SRD:Necromancy School|necromancy]], [[SRD:Death Effect|death]] and [[SRD:Destruction|destruction]].
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'''{{Anchor|Black Skull}}:''' The ''black skull'' symbol creates effects centered around [[SRD:Necromancy School|necromancy]], [[SRD:Death Effect|death]], and [[SRD:Destruction|destruction]].
  
 
'''{{Anchor|Chimera}}:''' The ''chimera'' symbol creates effects that [[SRD:Transmutation School|transmute]] and [[SRD:Polymorph|polymorph]] their targets.
 
'''{{Anchor|Chimera}}:''' The ''chimera'' symbol creates effects that [[SRD:Transmutation School|transmute]] and [[SRD:Polymorph|polymorph]] their targets.
  
'''{{Anchor|Clock}}:''' The ''clock'' symbol presides over effects that manipulate time.
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'''{{Anchor|Clock}}:''' The ''clock'' symbol presides over effects that [[Time Descriptor (3.5e Other)|manipulate time]].
  
'''{{Anchor|Pyramid}}:''' Themed after the enlightened sages of old, the ''pyramid'' [[SRD:Conjuration School|conjures]], [[SRD:Creation Subschool|creates]] and [[SRD:Summoning Subschool|summons]] effects, objects and creatures.
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'''{{Anchor|Pyramid}}:''' Themed after the enlightened sages of old, the ''pyramid'' [[SRD:Conjuration School|conjures]], [[SRD:Creation Subschool|creates]], and [[SRD:Summoning Subschool|summons]] effects, objects, and creatures.
  
 
'''{{Anchor|Shield}}:''' The ''shield'' symbol is capable of creating [[SRD:Abjuration|abjurations]] and other protective magics, often warding against threats or conferring a helpful effect to the casinoid.
 
'''{{Anchor|Shield}}:''' The ''shield'' symbol is capable of creating [[SRD:Abjuration|abjurations]] and other protective magics, often warding against threats or conferring a helpful effect to the casinoid.

Revision as of 16:23, 18 April 2014


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Author: Sulacu (talk)
Date Created: October 25, 2012
Status: Pending
Editing: Clarity edits only please
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Casinoid
Size/Type: Large Construct
Hit Dice: 20d10+130 (240 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 33 (-1 size, +2 Dex, +15 natural, +7 deflection), touch 18, flat-footed 31
Base Attack/Grapple: +15/+27
Attack: Slam +22 melee (4d6+12)
Full Attack: 2 slams +22 melee (4d6+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fate spin, Double Spin, Respin
Special Qualities: Construct traits, DR 15/adamantine, magic immunity, reinforced plating +5
Saves: Fort +11, Ref +8, Will +10
Abilities: Str 27, Dex 14, Con —, Int 12, Wis 18, Cha 25
Skills: Listen +27, Spot +27, Spellcraft +25
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Varies
Alignment: Chaotic neutral
Advancement: 21-50 HD (Large)
Level Adjustment:


What stands before you is a large, bulky slot machine with legs that packs a mean punch. You better hope the dude behind the DM-screen doesn't roll a yahtzee.

Casinoids are large, intelligent constructs fitted with a slot machine in the center of their bodies. Their three reels have the mystical power to create a great multitude of different effects. A casinoid stands roughly 10 feet tall and weighs about 1,500 pounds. Casinoids are powered by a crystalline proteum core that supplies them with nigh-indefinite amounts of energy.

Combat

A casinoid's natural weapons are treated as adamantine for the purpose of overcoming damage reduction.

Magic Immunity: A casinoid is immune to any spell that allows spell resistance.

Fate Spin (Sp): A casinoid automatically spins its reels at the start of each turn it takes. This is an instantaneous effect that happens before it takes any actions, including swift actions. Depending on its result, the casinoid's slot machine can create a large variation of effects. See The Fate Spin Slot Machine below for all possible outcomes that generate effects.

Double Spin (Su): A casinoid may expend a standard action in order to spin twice during its turn, enabling it to possibly generate more than one payout in one round.

Respin (Su): Once per 1d4 rounds, a casinoid may respin one of its reels after its first spin of the round. This ability must be used before the payout of the spin (if any) comes into effect. If the casinoid chooses to use a respin, it must stick with the second result, even if it is worse or does not result in a payout.

The Fate Spin Slot Machine

All three of a casinoid's slot reels contain 12 symbols. A d12 is rolled for each reel to determine its result. The symbols on all of a casinoid's reels are as follows.

Table: Slot Symbols

d12 Symbol d12 Symbol
1 Flame 7 Black skull
2 Lightning bolt 8 Chimera
3 Slime 9 Clock
4 Ice cube 10 Pyramid
5 Music note 11 Shield
6 Wrench 12 Wrench

Energy Symbols

The first five symbols on a casinoid's reels are energy-based, one corresponding with each of the five different energy types. Each symbol is capable of creating powerful energy-based effects when doubles or triples are rolled. In a combination of a double of a different energy type, a single energy symbol determines the shape of the energy that is released.

Flame: The flame symbol is capable of creating fire effects. A single of flame focuses any energy effect into a 30-ft. cone. A double of flame deals 15d6 fire damage.

Lightning Bolt: The lightning bolt symbol is capable of creating electricity effects. A single of lightning bolt focuses any energy effect into a 60-ft line. A double of lightning bolt deals 15d6 electricity damage.

Slime: The slime symbol creates acid effects. A single of slime allows an energy effect to be released in the shape of 4 10-foot cubes. A double of slime deals 15d6 acid damage.

Ice Cube: The ice cube symbol creates cold effects. A single of ice cube releases an energy effect in the shape of a 20-foot-radius burst with an effective range of Long. A double of ice cube deals 15d6 cold damage.

Music Note: The music note symbol creates sonic effects. A single of music note releases an energy effect in a 20-foot-radius emanation centered on the casinoid. A double of music note deals 15d6 sonic damage.

Effect Symbols

Symbols 7 through 11 on a casinoid's reels create a variety of special effects that are organized by type. They interact with each other and with the energy symbols in a great variety of ways.

Black Skull: The black skull symbol creates effects centered around necromancy, death, and destruction.

Chimera: The chimera symbol creates effects that transmute and polymorph their targets.

Clock: The clock symbol presides over effects that manipulate time.

Pyramid: Themed after the enlightened sages of old, the pyramid conjures, creates, and summons effects, objects, and creatures.

Shield: The shield symbol is capable of creating abjurations and other protective magics, often warding against threats or conferring a helpful effect to the casinoid.

Wrench

Symbols 6 and 12 are both wrench symbols. They are capable of creating mechanical effects that positively affect or otherwise enhance the casinoid's battle capabilities.

Payouts

All the possible outcomes of a spin that results in an effect are called payouts. Payouts are grouped by symbol below. For any caster level dependent effect, the casinoid's caster level is its challenge rating + 2 (normally CL 15th).

Any save DCs associated with a casinoid's slots are Charisma-based (normally DC 27).

Double and Triple Payouts

Double Flame
Third Symbol Effect
Flame (triple) 10/level fire damage in a 60-foot cone (Reflex half). Any creature that took damage will take 1d6/3 levels fire damage each subsequent round for 1 minute (no save).
Lightning bolt 1d6/level fire damage in a 60-foot line (Reflex half).
Slime 1d6/level fire damage to any creature and object within four 10-foot cubes of the casinoid's choice (Reflex half).
Ice cube 1d6/level fire damage in a 20-foot-radius burst (range Long).
Music note 1d6/level fire damage in a 20-foot-radius emanation centered on the casinoid.
Black skull Duplicates the effect of an empowered Jack-o'-lantern bomb spell, with its negative energy damage channeled into vile damage.
Chimera
Clock Throws a bolt dealing 15d6 fire damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid
Shield Casinoid gains Protection from Energy (fire).
Wrench Casinoid gains a fire shield effect (no damage cap).
Double Lightning Bolt
Third Symbol Effect
Flame 1d6/level electricity damage in a 30-foot cone (Reflex half).
Lightning bolt (triple) 10/level electricity damage (Reflex half) in a 120-foot line (Reflex half). Targets that take damage are numbed without save for 10 minutes and must make a Fortitude save vs paralysis (2d4 rounds).
Slime 1d6/level electricity damage to any creature and object within four 10-foot cubes of the casinoid's choice (Reflex half).
Ice cube 1d6/level electricity damage in a 20-foot-radius burst with a range of Long (Reflex half).
Music note 1d6/level electricity damage in a 20-foot-radius emanation centered on the casinoid.
Black skull Releases a bolt of indra effect.
Chimera
Clock Throws a bolt dealing 15d6 electricity damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid
Shield Casinoid gains Protection from Energy (electricity).
Wrench Casinoid gains an electricity-substituted fire shield effect (no damage cap).
Double Slime
Third Symbol Effect
Flame 1d6/level acid damage in a 30-foot cone (Reflex half).
Lightning bolt 1d6/level acid damage in a 60-foot line (Reflex half).
Slime (triple) 10/level acid damage to any creature and object within eight 10-foot cubes of the casinoid's choice (Reflex half). Any damaged unattended metal objects are destroyed and any metal items held or worn by a damaged creature must make a Fortitude save or be destroyed.
Ice cube 1d6/level acid damage in a 20-foot-radius burst with a range of Long (Reflex half).
Music note 1d6/level acid damage in a 20-foot-radius emanation centered on the casinoid.
Black skull
Chimera
Clock Throws a bolt dealing 15d6 acid damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid Creates a green slimeSpC effect.
Shield Casinoid gains Protection from Energy (acid).
Wrench Casinoid gains an acid-substituted fire shield effect (no damage cap).
Double Ice Cube
Third Symbol Effect
Flame 1d6/level cold damage in a 30-foot cone (Reflex half).
Lightning bolt 1d6/level cold damage in a 60-foot line (Reflex half).
Slime 1d6/level cold damage to any creature and object within four 10-foot cubes of the casinoid's choice (Reflex half).
Ice cube (triple) 10/level cold damage in a 40-foot-radius burst with a range of Long (Reflex half). Any creature that took damage will take 2d6 + 1/3 levels Dexterity damage (no save).
Music note 1d6/level cold damage in a 20-foot-radius emanation centered on the casinoid (Reflex half).
Black skull Duplicates the effects of a freeze blood spell.
Chimera
Clock Throws a bolt dealing 15d6 cold damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid
Shield Casinoid gains Protection from Energy (cold).
Wrench Casinoid gains a cold-substituted fire shield effect (no damage cap).
Double Music Note
Third Symbol Effect
Flame 1d6/level sonic damage in a 30-foot cone (Fortitude half).
Lightning bolt 1d6/level sonic damage in a 60-foot line (Reflex half).
Slime 1d6/level sonic damage to any creature and object within four 10-foot cubes of the casinoid's choice (Reflex half).
Ice cube 1d6/level sonic damage in a 20-foot-radius burst with a range of Long (Fortitude half).
Music note (triple) 10/level sonic damage in a 40-foot-radius emanation centered on the casinoid. Susceptible objects and creatures are exposed to a shatter effect (no save), and creatures must make a Fort save vs permanent deafening.
Black skull Casinoid emanates a zome of silence in a 30-foot radius around itself.
Chimera Casinoid releases an enchanting musical tune that duplicates the effect of irresistible dance in a target creature.
Clock Throws a bolt dealing 15d6 sonic damage one or more rounds into the future. The bolt is released as a ranged touch attack the next time one of the casinoid's reels comes up on 'Clock'.
Pyramid
Shield Casinoid gains Protection from Energy (sonic).
Wrench Casinoid gains a sonic-substituted fire shield effect (no damage cap).
Double Black Skull
Third Symbol Effect
Flame Raises up to 2d4 nearby corpses as ash ghouls
Lightning bolt
Slime
Ice cube
Music note
Black skull (triple) Duplicates the effects of a wail of the banshee spell.
Chimera
Clock
Pyramid
Shield
Wrench
Double Chimera
Third Symbol Effect
Flame
Lightning bolt Conjures a ball lightning that moves by the casinoid's command, lasting for 2d4 rounds
Slime
Ice cube
Music note
Black skull Duplicates the effects of a disintegrate spell.
Chimera (triple) Channels a shapechange effect, as per the spell, with the casinoid as the target. Even when it changes shape due to this payout, the casinoid retains its reels and may continue spinning them as normal.
Clock Duplicates the effects of a temporal stasis spell.
Pyramid
Shield
Wrench
Double Clock
Third Symbol Effect
Flame
Lightning bolt
Slime
Ice cube
Music note
Black skull
Chimera
Clock (triple) Casinoid creates a time stop effect.
Pyramid
Shield
Wrench
Double Pyramid
Third Symbol Effect
Flame Summons a huge fire elemental under the casinoid's command for 1 minute.
Lightning bolt Summons a huge storm elementalMM3 under the casinoid's command for 1 minute.
Slime Summons a huge earth elemental under the casinoid's command for 1 minute.
Ice cube Summons a huge water elemental under the casinoid's control for 1 minute.
Music note Summons a huge air elemental under the casinoid's control for 1 minute.
Black skull Summons a small null elemental under the casinoid's control for 1 minute.
Chimera Imbues an unattended weapon with strong magic and sapience, creating an intelligent +3 animated weapon. It returns to being a regular weapon after 1 minute.
Clock Summons a time devil under the casinoid's command for 1 minute.
Pyramid (triple) Creates a gate effect for summoning any non-unique creature of a CR up to the casinoid's caster level.
Shield Grants the casinoid a shield with strength 10 and hardness 10 that remains until its hit points are depleted. Rolling this combination again recharges the shield's hit points to full.
Wrench Summons a zelekhut under the casinoid's command
Double Shield
Third Symbol Effect
Flame Casinoid becomes immune to fire.
Lightning bolt Casinoid becomes immune to electricity.
Slime Casinoid becomes immune to acid.
Ice cube Casinoid becomes immune to cold.
Music note Casinoid becomes immune to sonic.
Black skull For 1 minute, every creature attacking the casinoid in melee must make a DC 20 Fortitude save or be affected as if by an enervation spell. This payout can not affect any specific creature more than once per round.
Chimera For 1 minute, every creature attacking the casinoid in melee will be affected as if by a baleful polymorph effect.
Clock Propels every creature and object within a 10-foot cube 1d4 rounds into the future. They will appear in the same spot where they disappeared from after the allotted time.
Pyramid
Shield (triple) Casinoid is immune to all forms of damage for 1d4 rounds.
Wrench
Double Wrench
Third Symbol Effect
Flame Casinoid's slam attacks gain the flaming burst quality.
Lightning bolt Casinoid's slam attacks gain the shocking burst quality.
Slime Casinoid's slam attacks gain the acidic burst quality.
Ice cube Casinoid's slam attacks gain the icyburst quality.
Music note Casinoid's slam attacks gain the sonic burst quality.
Black skull Casinoid's slam attacks also inflict 1 negative level.
Chimera Casinoid gains a stoneskin effect.
Clock Casinoid gains the benefit from temporal acceleration for the next 2 rounds.
Pyramid Casinoid gains fast healing equal to its caster level.
Shield Casinoid gains a shield with 5 hit points per point of caster level
Wrench (triple) Completely restores the casinoid's hit points and removes any negative status effects.



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