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Mekby Jamie Baty
MA, RC 192
Hit Dice: 11d10+30 (90 hp)
Speed: 30 ft. (6 squares) (can't run)
Armour Class: 31 (-1 size, +22 natural), touch 9, flat-footed 31
Base Attack/Grapple: +8/+22
Attack: Slam +17 melee (5d6 +10)
Full Attack: 2 Slam +17 melee (5d6 +10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Body slam, breath weapon, improved grab
Special Qualities: Construct traits, motion detection, spell immunity
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 30, Dex 11, Con -, Int -, Wis 12, Cha 1
Feats: Awesome Blow (B), Cleave, Improved Bull Rush, Improved Critical (slam) , Power Attack
Environment: Any ruins
Challenge Rating: 10
Alignment: Always neutral
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: -
Meks (possibly a derivative of the word 'mechanical") are huge metallic creations, fabricated by a long-dead race of inhuman, insect-like sorcerers. Most meks resemble their creators, having barrel-like chests; and long, barbed, double-jointed arms and legs. However, meks resembling giants, lizards, and other creatures have been found, too.
Meks usually serve as guardians and only attack beings who intrude into the area they protect. However, characters might encounter one of the few wild meks that wander as marauders.
Meks were created long ago to guard ancient insectoid wizards and their underground strongholds. (A few of these fortresses lie on the surface, in remote, desolate areas.) Meks encountered within ancient strongholds served a master at time of their entombment. Most of the time, the creature's final order was to guard a particular chamber, item, or even an entire floor. In rare cases, its master ordered it to kill anyone who entered the stronghold.
Sometimes the elements expose a buried stronghold, and a mek manages to escape and wander the countryside, attacking most creatures it encounters and levelling any structures in its path. Such meks apparently had no master at the time they were sealed up in the stronghold. These masterless creatures, lacking in magical compulsions and safeguards, prove to be very dangerous.
The secret of creating meks has been lost-for now.
These unintelligent creatures do not communicate, but follow the simple, verbal orders their creators gave them long ago. Rumours state that on rare occasions, a powerful individual has learned how to usurp control of a mek-at least for a while.
Meks are very powerful guardians, and very dangerous if intruders activate its programming. It will pummel offenders mercilessly, using awesome blow frequently when faced by multiple foes, and grabbing and body slamming single or more powerful foes. It breathes whenever outnumbered. Meks fight until its foes, or it, is dead.
Meks do not see or hear, but detect creatures by motion, thus most ways to avoid detection do not work with meks unless the creature remains absolutely still.
Body Slam (Ex): A mek may pickup and throw any medium or smaller sized creature it grapples. The mek may throw the creature up to 1d6 x10 ft, causing 1d6 per 10ft thrown +15 hp in damage.
Breath Weapon (Su): A mek may release a 10ft radius cloud of paralysing gas once every 10 minutes, as a full round action. Any victim within the cloud must make a Fortitude save vs DC 15 (Con based) or be paralysed for 10-30 minutes. The gas dissipates in 2d4 rounds in still air, half that if conditions are windy.
Improved Grab (Ex): To use this ability, a mek must hit with both of its slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple is successful, the mek maintains a hold on the creature and can inflict slam damage automatically each round. The mek may Body Slam a held medium-size or smaller victim to the ground (see above).
Motion Detection (Ex): Meks can only sense motion and do not see or hear like living creatures. They can sense the presence of any moving creature within 120ft of them.
To avoid detection by a mek, characters may attempt to remain motionless. If a Balance skill check vs DC 20 succeeds, then the character has managed to remain motionless enough to avoid detection by the mek's sensors. The characters must continue to remain motionless as long as mek is in range to avoid detection. After the first motionless round, each additional motionless round requires a DC10 Balance check.
Spell Immunity (Ex): A mek is immune to all effects and spells that allow spell resistance. Besides, certain spells and effects function differently on this creature, as noted below.
• A shatter spell affects the mek as a crystalline creature, but doing only 1d4 point of damage per caster level (10d4 maximum).
• All cold-based spells cause the mek to be slowed for 2d4 rounds (no save), but cause no further damage.
• A mek is affected normally by the spell Rusting Grasp and other rusting attacks.
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.