Brute Dusker
by Jamie BatyM5 42
Medium Construct (Extraplanar)
Hit Dice: 4d10+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (can't run)
Armour Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: By weapon +8 melee (by weapon +4)
Full Attack: By weapon +8 melee (by weapon +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Gaze
Special Qualities: Construct traits, Damage reduction 5/magic, darkvision 60ft., low-light vision, spell immunity
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 19, Dex 11, Con -, Int -, Wis 8, Cha 14
Skills: ---
Feats: Power Attack, Weapon Focus (By weapon)
Environment: Chasm and Isle of Night
Organisation: Solitary, or Company (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium)
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. Brute duskers are larger and more powerful versions of the normal dusker.
When destroyed, duskers disappear with a popping sound.Combat
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 brute dusker can use special gaze attack on one target within 30 ft. The target must make a Fortitude save vs DC 14 (Cha based) or suffer the effects of a baleful polymorph spell.
Damage Reduction (Su): A brute dusker has damage reduction 5/magic.
Spell Immunity (Ex): A brute 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.