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by Jamie Baty

AC9 30
Medium Construct (Extraplanar)
Hit Dice: 3d10+20 (36 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares) (can't run)
Armour Class: 24 (+4 Dex, +10 natural), touch 14, flat-footed 20
Base Attack/Grapple: +2/+6
Attack: Lightning blast (See Below)
Full Attack: Lightning blast (See Below)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Lightning Blast
Special Qualities: Construct traits, DR 10/epic, darkvision 60ft., low-light vision, spell deflection, spell immunity
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 18, Dex 18, Con -, Int 15, Wis 14, Cha 10
Skills: Balance +6, Escape Artist +8, Jump +6, Listen +6, Search +4, Spot +6, Survival +6
Feats: Combat Expertise, Improved Initiative
Environment: Any land, Unknown Planar origin
Organisation: Solitary, Pair, or Crew (2-5)
Challenge Rating: 5
Treasure: Standard, Triple Standard for Magic Items
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

Reflecters appear as mobile human statues made of perfectly reflective silvery metal. They wear no garb, and use no weapons.
If slain, a reflecter may be found (if it can be opened!) to be a hard shell filled with brain-like material, but no other organs of any sort. The outer shell remains perfectly solid until reaching 0 hit points, when it cracks and the creature dies; however, another 5-50 points of sundering damage must be inflicted before the shell can be opened (treat the reflector body as having a hardness of 10).
Treasure collected by reflecters is always neatly stored in chests and sacks, all tied together with rope. Once a large amount of treasure has been collected, all reflecters in a lair will gather during the next full moon, when they and the treasure all vanish at midnight. If magical treasure is stolen from them, reflecters will track the thieves and try to regain the items. However, if offered any book, map, or scroll (magical or otherwise) in exchange for a stolen magic item, reflecters may accept the substitution(s). They will not, however, accept such a trade for items already in their possession.
Although no real communication has ever been established with them, these odd creatures are rumoured to be creatures from the far future, "time travelling" to collect valuables.

Reflecters are quite non-aggressive, and will only attack to defend themselves and their treasure. They do not use armour or shields, attacking with a lightning blast. Reflecters' damage reduction and spell immunity and deflection keeps them well protected.
Reflecters rarely acquire treasure through violence, though scholars say they are not above theft. They will, however, use any means available to reacquire their treasure from thieves, including violence.
Lightning Blast (Sp): Each round, a reflecter may make one Lightning Blast attack. This lightning blast acts as a lightning bolt spell, except that damage is 1d6 per HD of the reflecter and the range is 10' per HD.

Damage Reduction (Su): A reflecter has damage reduction of 10/epic.

Spell Deflection (Ex): Spells (and spell-like abilities) cast at a reflecter are deflected away for the reflecter, striking the nearest creature for full effect. This ability does not affect Shatter and Wish-type spells (See Spell Immunity below)

Spell Immunity (Ex): A reflecter avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Spells that do not allow spell resistance are not affected by spell immunity. Spells below can affect the reflecter in the manner listed:
Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.
Limited Wish, Wish and Miracle can remove the damage reduction of the reflecter for 2 rounds per caster level. Other effects generated by the Wish will most likely fail (DM's discretion).

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.