Myr
Standard Iron Myr
Size/Type |
Small Construct |
Hit Dice |
1d10+5 (10 hp) |
Initiative |
+2 |
Speed |
30 ft. (6 squares) |
Armor Class |
14 (1+size, +1 Dex, +2 natural armor), touch 12, flat-footed 13 |
Base Attack/Grapple |
+1/-3 |
Attack |
Claw +2 melee (1d4) |
Full Attack |
Claw +2 melee (1d4) |
Space/Reach |
5 ft./5 ft. |
Special Attacks |
|
Special Qualities |
Construct Traits, Darkvision 60 ft., Low-light vision |
Saves |
Fort +0, Ref +1, Will -5 |
Abilities |
Str 10, Dex 12, Con --, Int 8, Wis 11, Cha -- |
Skills |
(See Myr Types) |
Feats |
-- |
Myr Base Material |
Bonus |
Cost |
Iron (Standard) |
-- |
200 gp |
Mithral |
+2 AC, +10 ft. Speed |
500 gp |
Adamantine |
+4 AC, DR 3/-- |
1000 gp |
Myr Types
The following are some examples of the types of myrs you can create. Remember that myrs are built to fulfill one specific purpose.
Climbing Myr: A Climbing Myr has climbing hooks instead of hands, and feet with stakes. They can help to reach objects in hard to reach places, and to climb up high and survey the area.
Materiel Components: Climber’s Kit
Additional Cost: 80 gp
Bonus: + 10 Climb
Grappling Hook Myr: Grappling Hook Myr are a favorite among thieves. Their bodies are boxy containers that open up to reveal a grappling hook. The Myr can fire the grappling hook, and on a successful hit, iron stakes come out of it’s legs and anchor itself to the ground. It’s creator (and any friends they might have) can then climb up or down the rope. Once they have reached the other side, upon command the Myr will remove it’s stakes and quickly propel itself to it’s creator’s side.
Materiel Components: Grappling Hook, Stakes, Lancher
Additional Cost: 26 gp
Bonus: Grappling Hook
Investigator Myr: An Investigator Myr is often used by city guards at crime scenes. The Myr’s left eye has a number of magnifying lenses, and it’s right eye is replaced by a bright beam of light that acts like a focused lantern. It’s body acts as a small locker capable of carrying around evidence found.
Materiel Components: Magnifying Lenses, Lantern Eye
Additional Cost: 20 gp
Bonus: +10 Search
Lantern Myr: Lantern Myrs are often used by miners and cave explorers. Their bodies are replaced by a bullseye lantern, illuminating the dark around the construct. A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil.
Materiel Components: Bullseye Lantern
Additional Cost: 12 gp
Bonus: Lantern Light
Special: If the Lantern Myr is hit with a fire based attack, roll a % die. The Myr has a 20% chance of exploding. If this occurs, the Myr is destroyed and all within a 5 foot radius take 2d6 fire damage.
Leaping Myr: A Leaping Myr is created to jump to hard to reach areas. The legs of this Myr are enforced with high quality lock and release springs.
Materiel Components: Springs
Additional Cost: 15 gp
Bonus: +14 Jump
Lie Detector Myr: A Lie Detector Myr is often used by the city guard while questioning crime suspects. The Myr’s body and arms act as a lie detector, writing down infrequencies in vocal tones.
Materiel Components: Vocal Recognition Senor
Additional Cost: 100 gp
Bonus: +10 Sense Motive
Lock Pick Myr: A Lock Pick Myr is very useful to the group of adventurer’s that is without a rogue. It’s body takes the form of a tool kit with every tool in it specialized to opening locked doors and containers.
Materiel Components: Thieves’ tools, masterwork
Additional Cost: 100 gp
Bonus: +10 Open Lock
Medical Myr: Medical Myrs are used most often during times of war. They are completely colored white, except for the red cross on their back. A Medical Myr’s body is replaced with a healer’s kit, and his right hand is replaced with a syringe connected to a health potion held on it’s side (the player is responsible for purchasing and refilling the Medical Myr’s health potion).
Materiel Components: Healer’s Kit
Additional Cost: 50 gp
Bonus: +10 Heal
Pickpocket Myr: A Pickpocket Myr is built with the sole purpose of stealing small trinkets form unsuspecting victims.
Materiel Components: Padding for Feet, Thieves Satchel
Additional Cost: 20 gp
Bonus: +10 Move Silently, +10 Sleight of Hand
Saboteur Myr: A Saboteur Myr specializes in sabotaging equipment.
Materiel Components: Thieves’ tools, masterwork
Additional Cost: 100 gp
Bonus: +10 Disable Device
Shield Myr: A Shield Myr is built to divert and take damage away from it’s creator. The Myr has two light steel shields attached to the end of it’s arms, another light steel shield grafted to it’s head, and a heavy steel shield grafted to it’s back. When the Shield Myr takes a defensive stance, it locks it’s head and arms into a position making it’s body close to a locked sphere of shields.
Materiel Components: 3 light steel shields, 1 heavy steel shield
Additional Cost: 47 gp
Bonus: +5 AC
Construct Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).
- No Constitution score.
- 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 on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or 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. Immediately destroyed when reduced to 0 hit points or less.
- Since it was never alive, a construct cannot be raised or resurrected.
- Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the following table.