Living
Idol
Large Construct
Hit
Dice: 9d10 (50 hit
points)
Initiative:
+0
Speed: Varies
AC: 16 (-1 size, +7 natural
armor)
Attacks: Slam +13
Damage: Slam 2d8 + 8
Face/Reach: 5 ft/ 10 ft
Special Attacks: Dominate
Special
Qualities: Damage reduction 15/+3;
Empathy, Weathering, Movement, Sacrificial Powers; Superior Enchantment
Retention; Movement
Saves: Fort +4, Ref
+2, Will +4
Abilities: Str 27 (+8) Dex
10 Con – Int 4 Wis 4 Cha 26 (+8)
Skills:
None
Feats: None
Living idols are
moving stone statues, remnants of ancient, forgotten empires and
religions. They often inspire strange cults which are opposed by
even the most pragmatic of modern faiths.
Living idols appear to be
very large stone statues, usually representing some animal, death,
elemental spirit, or healer. All show signs of heavy weathering and
erosion, their once smooth surface riddled with small cracks, pock marks,
and holes. Some living idols are no longer completely intact,
missing an arm, leg or other appendage. A few are so ancient as to
be little more than weathered standing stones.
Living idols exist
for one purpose and that is to be worshipped as a deity in their own
right. They draw power from the number of sacrifices made in their
honor and can perform a potentially beneficial side effect in return for a
weekly sacrifice.
Combat
While not entirely
sentient, all living idols are imbued with a strong instinct for self
preservation. They fight as automatons, with little strategy beyond
eliminating any opponents capable of harming them. Those with at
least one appendage get a slam attack.
Domination (Sp): The idol charms those that approach (Will save, DC 10 + ˝ HD +
Cha modifier) and force them to do their bidding and worship them.
If a cult is currently worshipping the idol and providing weekly
sacrifices, the DC is +4. Animal type idols charm those who come
within 100'. Death type idols charm those who touch them (DC +4),
Elemental idols charm those intent on harming it that come within
30'. Healing idols only attempt to dominate those with harmful or
destructive intentions (DC +2).
Empathy (Su): All living
idols can communicate using empathy. They make it immediately clear
to worshippers whether or not they find a particular sacrifice pleasing
and appropriate.
Weathering
(Ex): Depending on weathering,
living idols’ hit dice modifier varies from –8 (a featureless hunk of
rock) to +8 (hardly affected by the ravages of time).
Movement (Su):
Idols with two or more appendages
still intact are capable of moving at a rate of 15 ft.; those with one
appendage drag themselves along at a rate of 5 ft.
Sacrificial Powers (Sp):
Long-forgotten, ancient religions
are thought to be responsible for the creation of living idols. Now
these religions are reduced to small cults, existing only because of the
idols' ability to charm passers-by. In the most general of terms,
cults are known to worship either animals, death, elemental forces, or
healing. The DM should feel free to create personalized cults for
his campaign. These are sample
powers.
Animal Cults: Usually vermin or pest type animals. The alignment of these
idols is Lawful Neutral. These idols require a small and slightly
valuable sacrifice of gold, gems or jewelry (usually of no more than 25 gp
value). The side effect is an aura of protection against the type of
animal depicted by the idol for up to a one mile radius. The major
power also relates to the type of animal depicted by the idol (rat idols
will cure disease, scorpion idols will cure poison, etc). Living
animal idols cannot use its powers more than once per day. These
foster small to medium sized cults of 20-200 worshipers. The major
power of the idol is considered to be a boon to the followers, and not to
be shared with
outsiders.
Death Cults: These cults are centered around a horrible and grotesque idol,
usually in the form of a man-eating monster or undead. The alignment
of these idols is neutral evil. Outsiders are sacrificed to this
idol, however low-ranking members of the cult will do. The
side effect of joining the cult is that all members cease aging for as
long as the idol is satisfied. The major power of these idols is to
endow the cult "priest" (not necessarily a cleric) with the ability to
cast a powerful necromantic spell once per week. Large, established
cults (200-500+ members) often attract sentient undead, especially
vampires, who quickly rise to the "priest" status and use the cult members
to feed their own, and the idol's,
appetite.
Elemental Cults: These idols are often in the form of a faceless
man. The alignment of these idols is Chaotic Neutral.
The substance of the sacrifice (100 gp value) and the idol's protective
side effect depends on the element represented by the idol. Earth
idols require gems and offer protection from earthquakes. Fire idols
require rare woods and protect from uncontrolled fires. Water
elemental idols require aromatic oils and offer protection from tidal
waves and flooding. Air idols require exotic perfumes, and offer
protection from whirlwinds and sandstorms. The major power of these
statues is to summon a 12 HD elemental of the appropriate planes, one per
week, to perform a specific task for the individual who made the
sacrifice. These types do not generally generate charmed
cults.
Healing cults: The idols are neutral good and represent a kind,
gentle figure. These idols thrive on a sacrifice of beauty, praise,
and thanksgiving, feeding on the positive energy generating in
worship. As a side effect, these statues radiate protection from
evil in a 100' radius. The maiden statues are known to heal, while
the old man statues can control weather, bringing rain in times of drought
usually. A living idol of this type can use its major power once per
day.
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