Wednesday, January 2, 2019

Expression of Utter Malignity: Inhabited Idols

Sinbad confronts an animated statue of Kali in The Golden Voyage of Sinbad (1973).
A few months ago I read that the ancient Egyptians believed that statues could magically come to life. This has become a fairly common fantasy trope, as seen perhaps most memorably in the great Harryhausen movie The Golden Voyage of Sinbad (1973).

I was reminded of all this as I was reading John Eric Holmes’s novella “Maze of Peril.” Holmes, of course, edited the very first D&D basic set (1977) and published a few short stories about a halfling thief named Boinger and his dark elf companion Zereth. In “Maze of Peril” these protagonists raid a Temple of Dagon and in retaliation the priests animate a gigantic statue of their dread fish god.

Behind, and dimly illuminated by the flames, loomed the massive statue of the god, Dagon. His eyes were huge plates of mother-of-pearl; great, overlapping sea shells covered his body like scales. The monolith showed the god with outstretched, grasping hands instead of tentacles, and each fingernail a glistening silver pearl. The fangs of the open maw were giant were-shark teeth. The webbing between the fingers and over the curled fish tail was sea-green jade.

—“Maze of Peril,” J. Eric Holmes.

In D&D statues can be animated through use of the cleric’s animate objects spell, which goes all the way back to the old Greyhawk supplement (1976). The spell description gives some general guidelines for statting out animated statues, and it seems magical statues were a common feature of old school dungeons. The Judges Guild supplement Ready Ref Sheets (1978), for example, has a whole table devoted just to “Startling Statues.”

As an aside, the 1981 Moldvay edition of D&D Basic had a separate monster entry for “living statues,” perhaps because there was no animate objects spell in that edition. (The Moldvay/Cook Expert set only had spells up to 5th level.)

In 3e the animate objects spell is accompanied by generic monster entries for animated objects; these can be customized to better fit the specific object that has been brought to life. This is a perfectly serviceable approach, but animated objects have relatively few capabilities, and even a Colossal animated object is only Challenge Rating 10.

The animated Dagon in “Maze of Peril” got me thinking about creating something a little different for 3e. Fourth edition introduced the “eidolon,” an intelligent construct “animated through a divine ritual.” While I really like the concept, the execution seems rather boring and generic. An eidolon of Orcus should be pretty different from an eidolon of Pelor.

Eidolons return to 5e in Mordenkainen’s Tome of Foes (2018), but in a somewhat different guise. Here eidolons are spirits of dead devotees that are able to animate sacred statues. Again, I really like the concept as described in this Youtube video: Sacred Statues and Eidolons in Dungeons & Dragons. But again, in execution I find the actual monster wanting: it’s really just another chaotic evil variant on the ghost.

In any case, both 4e and 5e eidolons are closed content, which is another reason to strike out on my own. The result is a generic framework for creating magically animated idols of archfiends or deities; DMs are encouraged to customize the results to better fit the specific idol, as seen in the sample monsters. The following text is Open Game Content.

Inhabited Idol

The great statue looms in silence. And then suddenly, it begins to move!

A Distant Power, Manifest. Inhabited idols are created when an archfiend or deity invests a small portion of its power to animate a statue consecrated or desecrated in its own likeness. The statue then magically comes to life. Inhabited idols can be vessels for communicating with followers or can act as defenders of holy or unholy spaces.

Made in Its Creator’s Image. Unlike an animated object, an inhabited idol possesses a modicum of intelligence as well as additional powers that vary based upon the animating archfiend or deity. Upon animating the idol the archfiend or deity issues instructions that the inhabited idol attempts to follow to the best of its ability.

A Fleeting Wonder. Inhabited idols are generally created for specific, short-term purposes and cannot remain animated for more than 1 hour per Hit Dice possessed. Once the purpose is fulfilled or the duration expires, the inhabited idol reverts to its inert form.

Creating An Inhabited Idol

To create an inhabited idol an archfiend or deity must select a Large or larger statue fashioned in the likeness of the animating being. The statue must be located in an area specially dedicated to the archfiend or deity, such as a temple or shrine.

The statue’s material is not important: inhabited idols can be created from any material, including wood, stone, or bronze.

Challenge Rating: Inhabited idols created from Large statues have a challenge rating of 9, Huge statues have a challenge rating of 11, Gargantuan statues have a challenge rating of 13, and Colossal statues have a challenge rating of 15.

Alignment: An inhabited idol’s alignment matches that of the animating archfiend or deity.

Type: An inhabited idol is a construct with the extraplanar subtype. The idol also shares any alignment or energy subtypes with the animating archfiend or deity.

As a construct, an inhabited idol has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Senses: An inhabited idol has low-light vision and darkvision out to 60 feet.

Languages: An inhabited idol understands and can speak any language known to the animating archfiend or deity.

Defense: The inhabited idol has the following statistics, based on size:

Large

AC 21, touch 9, flat-footed 21 (+22 natural, -1 size)

HD 9d10+30 (79 hp)

Fort +3, Ref +3, Will +3

Defensive Abilities construct traits, hardness 5; SR 20

Huge

AC 24, touch 8, flat-footed 24 (+26 natural, -2 size)

HD 12d10+40 (106 hp)

Fort +4, Ref +4, Will +4

Defensive Abilities construct traits, hardness 10; SR 22

Gargantuan

AC 26, touch 5, flat-footed 26 (+31 natural, -1 Dex, -4 size)

HD 16d10+60 (148 hp)

Fort +5, Ref +4, Will +5

Defensive Abilities construct traits, hardness 15; SR 24

Colossal

AC 26, touch 0, flat-footed 26 (+36 natural, -2 Dex, -8 size)

HD 21d10+80 (195 hp)

Fort +7, Ref +5, Will +7

Defensive Abilities construct traits, hardness 15; SR 26

Speed: All inhabited idols have a speed of 40 feet.

Melee: An inhabited idol uses similar weapons to what the animating archfiend or deity typically uses.

If the animating archfiend or deity is depicted with natural weapons, the inhabited idol is able to utilize those natural weapons. For damage, use the the following table.

If the animating archfiend or deity is depicted with manufactured weapons, the inhabited idol uses similar weapons of the appropriate size. Weapons wielded by Large inhabited idols function as if having a +1 enhancement bonus. Huge idol weapons function as if having a +2 enhancement bonus. Gargantuan or Colossal idol weapons function as if having a +3 enhancement bonus. Such weapons lose their magical properties when separated from their inhabited idol.

Inhabited idols without natural or manufactured weapons gain 2 slam attacks each round. For damage, use the the following table.

Attack Large Huge Gargantuan Colossal
Slam 1d8 2d6 2d8 3d8
Bite 1d4 1d6 1d8 2d6
Claw 1d6 2d4 2d6 2d8
Gore 1d8 2d6 2d8 3d8

Special Attacks: An inhabited idol with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the inhabited idol.

Spell-Like Abilities: An inhabited idol has spell-like abilities depending on its size, as indicated on the table. The save DC is Charisma-based.

Spell-like abilities may be chosen from the cleric or wizard spell lists. The animating archfiend or deity may select a lower-level spell, if desired.

  Large Huge Gargantuan Colossal
Caster Level 9th 11th 13th 15th
1/day one 5th-level spell one 6th-level spell one 7th-level spellone 8th-level spell
3/day one 3rd-level spell one 4th-level spell one 5th-level spell one 6th-level spell
At will one 1st-level spell one 2nd-level spell one 3rd-level spell one 4th-level spell

Statistics: An inhabited idol has the following statistics based on size:

Large

Str 24, Dex 11, Con –, Int 4, Wis 10, Cha 11

Base Atk +6, Grp +17

Huge

Str 28, Dex 10, Con –, Int 4, Wis 10, Cha 11

Base Atk +10, Grp +27

Gargantuan

Str 32, Dex 8, Con –, Int 4, Wis 10, Cha 12

Base Atk +12, Grp +35

Colossal

Str 40, Dex 6, Con –, Int 4, Wis 11, Cha 12

Base Atk +15, Grp +46

Feats: Large inhabited idols have 4 feats, Huge inhabited idols have 5 feats, Gargantuan inhabited idols have 6 feats, and Colossal inhabited idols have 8 feats. These are selected by the animating archfiend or deity.

Skills: Large inhabited idols have 12 skill points, Huge inhabited idols have 15 skill points, Gargantuan inhabited idols have 19 skill points, and Colossal inhabited idols have 24 skill points. These are selected by the animating archfiend or deity

Special Qualities: An inhabited idol has the Location Dependent quality.

Location Dependent (Ex) Each inhabited idol is mystically bound to the location where it was created and cannot stray more than 1,000 feet from it. If somehow forced to do so, an inhabited idol is instantly destroyed.

Ecology: All inhabited idols have the following statistics:

Environment Any

Organization Solitary

Treasure None

Advancement

Sample Inhabited Idols

Many lesser temples to Asmodeus are renowned for statues of the archdevil that dispense infernal knowledge unto select supplicants. The temple priests command ruinous prices for such consultations, though the advice is rumored to be dangerous and unreliable.

Inhabited Idol of Asmodeus CR 9

LE Large construct (extraplanar, evil, lawful)

Init +4; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Infernal, Celestial, Draconic

Defense

AC 21, touch 9, flat-footed 21 (+22 natural, -1 size)

HD 9d10+33 (82 hp)

Fort +3, Ref +3, Will +3

Special Defenses construct traits, hardness 5; SR 20

Offense

Spd 40 ft.

Melee +1 light mace +14/+9 (1d8+8)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 9th)

1/day—flame strike (DC 15)

3/day—prayer

At will—doom (DC 11)

Statistics

Str 24, Dex 11, Con –, Int 4, Wis 10, Cha 11

Base Atk +6, Grp +17

Feats Alertness, Improved Initiative, Toughness, Weapon Focus (light mace)

Skills Bluff +4, Diplomacy +4, Listen +2, Sense Motive +6, Spot +2

SQ devil’s consult, location dependent

Special Abilities

Devil’s Consult An inhabited idol of Asmodeus can attempt any Knowledge check, even without having ranks in the skill. Three times per day as a swift action, the inhabited idol gains a +20 insight bonus on its next Bluff or Knowledge skill check.

Hulking idols of Orcus are usually secreted in the dark heart of any fane dedicated to the demon prince, and are often guarded by chaotic evil undead.

Inhabited Idol of Orcus CR 11

CE Huge construct (chaotic, extraplanar, evil)

Init +0; Senses darkvision 60 ft, low-light vision; Listen +2, Spot +2

Languages Abyssal, Celestial, Draconic

Aura desecrating (20-ft. radius)

Defense

AC 24, touch 8, flat-footed 24 (+26 natural, -2 size)

HD 12d10+40 (106 hp)

Fort +4, Ref +4, Will +4

Special Defenses construct traits, hardness 10; SR 22

Offense

Spd 40 ft.

Melee +2 heavy mace +20/+15 (2d8+11/19–20)

Space 15 ft.; Reach 15 ft.

Spell-Like Abilities (CL 11th)

1/day—mass inflict moderate wounds (DC 16)

3/day—enervation (+8 ranged touch)

At will—death knell (DC 14)

Statistics

Str 28, Dex 10, Con –, Int 4, Wis 10, Cha 11

Base Atk +10, Grp +27

Feats Alertness, Improved Critical (heavy mace), Improved Sunder, Power Attack, Weapon Focus (heavy mace)

Skills Intimidate +6, Search +6, Survival +0 (+2 following tracks)

SQ location dependent

Special Abilities

Desecrating Aura (Su) All undead within 20 feet of the inhabited idol of Orcus gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a -6 penalty. An idol’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the inhabited idol can resume it as a free action on its next turn. Its desecrating aura is suppressed if an idol enters a consecrated or hallowed area, but the idol’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

Shrines to the demon prince Dagon usually contain a mammoth idol carved of black, oily stone and fashioned in its loathsome likeness, which is said to combine the worst parts of fish, eel, and octopus.

Inhabited Idol of Dagon CR 13

CE Gargantuan construct (chaotic, extraplanar, evil)

Init +3; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Abyssal, Celestial, Draconic

Defense

AC 26, touch 5, flat-footed 26 (+31 natural, -1 Dex, -4 size)

HD 16d10+60 (148 hp)

Fort +5, Ref +4, Will +5

Special Defenses construct traits, hardness 15; SR 24

Offense

Spd 40 ft.

Melee 2 claws +20 (2d6+11/19–20), bite +17 (2d6+5)

Space 20 ft.; Reach 20 ft.

Special Attacks horrific appearance (DC 19)

Spell-Like Abilities: (CL 13th)

1/day—word of chaos (DC 18)

3/day—slay living (+19 melee touch, DC 16)

At will—bestow curse (+19 melee touch, DC 14)

Statistics

Str 32, Dex 8, Con –, Int 4, Wis 10, Cha 12

Base Atk +12, Grp +35

Feats Alertness, Improved Critical (claws), Improved Initiative, Improved Natural Attack (bite), Multiattack, Weapon Focus (claws)

Skills Diplomacy +6, Intimidate +11, Sense Motive +6

SQ location dependent

Special Abilities

Horrific Appearance (Su) An inhabited idol of Dagon can present its horrific and mind-rending form as a standard action to assault the senses of all living creatures within 30 feet. A successful DC 19 Will save negates the effect. The save DC is Charisma-based. Creatures that succumb to the horrific appearance of the inhabited idol become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the inhabited idol or within 30 feet of it. This ability is a mind-affecting gaze attack.

OPEN GAME LICENSE Version 1.0a

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