Atlas Rules Resources Adventures Stories FAQ Search Links
Giant Duskerby Jamie Baty
Large Construct (Extraplanar)
Hit Dice: 8d10+30 (74 hp)
Speed: 30 ft. (6 squares) (can't run)
Armour Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: By weapon +14 melee (by weapon +8)
Full Attack: By weapon +14/+9 melee (by weapon +8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Gaze
Special Qualities: Construct traits, Damage reduction 10/magic, darkvision 60ft., low-light vision, spell immunity
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 27, Dex 11, Con -, Int -, Wis 10, Cha 16
Feats: Cleave, Power Attack, Weapon Focus (By weapon)
Environment: Chasm and Isle of Night
Organisation: Solitary, or Company (2-5)
Challenge Rating: 6
Alignment: Always chaotic evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -
Duskers are goblin-like constructs created by the Immortal Hierarch of Entropy, Nyx, to guard the maze entrance from the Tower of Night on the world of Chasm into the Isle of Night. Giant duskers are largest and most powerful version of the normal dusker. They are usually about the size of an ogre.
When destroyed, duskers disappear with a popping sound.
Duskers always will start combat by using its gaze attack on the character that appears to be the greatest threat. They will then close into melee combat. Duskers are always proficient with the weapon they are created with (and will have Weapon Focus with it as well).
Gaze (Su): Once per day, a giant dusker can use special gaze attack on one target within 30 ft. The target must make a Fortitude save vs DC 17 (Cha based) or suffer the effects of a baleful polymorph spell.
Damage Reduction (Su): A giant dusker has damage reduction 10/magic.
Spell Immunity (Ex): A giant dusker is immune to all first and second level spells.
Construct Traits: A construct possesses the following traits: 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; 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; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.