Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Na‚ruk

by Jamie Baty

SCMC
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 60 ft. (average) (can't run)
Armour Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +9/+19
Attack: Gore +14 melee (3d8 +6)
Full Attack: Gore +14 melee (3d8 +6)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Powerful charge
Special Qualities: Construct traits, Damage reduction 15/magic, darkvision 60ft., Immunity to Magic, low-light vision, meld
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 23, Dex 10, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organisation: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

Built by enduk priests in their grand temples, the na‚ruk is a golem which looks like a 10-foot-tall winged bull. The na‚ruk is usually fashioned of gleaming bronze with extremely lifelike workmanship. Na‚ruks stand dormant and still most of the time, appearing as statues. When active, however, a na‚ruk's eyes glow a soft green colour.
The na‚ruks give the enduks the ability to rapidly reposition troops and support personnel. During a special religious ceremony, up to 10 enduk warriors or clerics of the same faith may meld into this golem and use it as a long range transportation device. While melded, all occupants remain unconscious and undetectable. The na‚ruk then flies back to its temple of origin after releasing all of its occupants.
Most enduk temples keep at least one of these constructs as a guardian. Part of the duty of the enduk clergy is to keep the na‚ruk in top-notch operating condition. Many a neophyte enduk priest has spent countless hours hand-polishing the gleaming bronze flanks of the temple na‚ruk, learning humility, perseverance, and the honour of a task well-done.
Many enduks believe that the spiritual condition of the temple and the physical condition of the temple na‚ruk are linked. To them, a shiny, well-maintained na‚ruk indicates a healthy temple. Likewise, a na‚ruk with a bit of tarnish or a hitch in its step indicates corruption in the temple.
Only the enduk priests know the secret of constructing a na‚ruk. The following has been pieced together from a variety of accounts, although its veracity is unknown: a na‚ruk requires raw materials worth 40,000 gp and vestments worth 20,000 gp (which are not consumed) and requires a head cleric of 16th level or higher. The head cleric must have at least eight assistant clerics, each of 8th level or higher. The ritual must be performed in a consecrated enduk temple.

Combat
Like most other golems, a na‚ruk is merely able to execute fairly detailed, linear instructions. They have difficulty handling conditional instructions.
If the na‚ruk gets a flying start of at least 60 feet, it charges, inflicting double damage.
Na‚ruks do not normally participate in battles, but they will defend themselves if attacked. These sacred creatures are reserved for holy wars. They will, however, attack creatures interfering with their goals. If necessary, a na‚ruk can release some or all of its occupants to assist in defence.
Damage to the na‚ruk may only be healed at its home temple. Repairing a na‚ruk requires a produce flame spell and costs 100 gp in materials per hit point of damage repaired.

Powerful Charge (Ex): When a na‚ruk charges a foe, it inflicts double damage with its gore attack.

Damage Reduction (Su): A na‚ruk has damage reduction of 15/magic. Its natural attacks count as magic weapons for the purposes of bypassing damage reduction.

Immunity to Magic (Ex): The na‚ruk is immune to all spells, spell-like abilities, and supernatural effects, except as follows: a gust of wind spell slows the na‚ruk for 1d4 rounds.

Meld (Sp): Up to ten enduks (or other man-sized creatures) may meld with the na‚ruk at the end of a special ceremony. Creatures melded with the Na‚ruk are unconscious and protected from any detection and attacks. Creatures are released from the na‚ruk if the na‚ruk is under attack and in danger of being destroyed, if the na‚ruk is destroyed, or when the na‚ruk arrives at a previously designated location. The na‚ruk may hold the melded creatures as long as necessary to complete its orders.
The ceremony to initiate the meld takes thirty minutes to perform, but the physical melding is a full-round action per creature. Releasing melded creatures is a free-round action for the na‚ruk and a move-equivalent action for those released

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.

The Red Curse
As created beings, na‚ruks never acquire Legacies or require cinnabryl.