Phase Stinger
by Jamie BatyB12 32
Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (+2 Dex)
Speed: fly 50 ft. (perfect) (can't run)
Armour Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-10
Attack: Sting +0 melee (1d2 -3 plus poison)
Full Attack: Sting +0 melee (1d2 -3 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60ft., flight, low-light vision, spell-like abilities
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 5, Dex 15, Con -, Int -, Wis 14, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organisation: Solitary, or Pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: -Phase stingers are magical guardians created by mages to protect their lairs. They are small brass spheres that travel by flying and they can pass through walls. They are very good at disabling foes without killing them.
Combat
In combat, phase stingers have a small brass spike they use to sting their foes. This spike injects a mild, paralytic poison. Phase stingers are not designed to kill, but rather disable. As a result, they will move on to other targets once its current foe is paralysed. When all foes are paralysed, it will let its master deal with the victims unless ordered to do otherwise.Poison (Ex): A phase stinger injects a mild poison when it stings a victim. The victim must make a Fortitude save vs DC11 (Con Based) or be paralysed for 2d4x10 minutes.
Flight (Su): A phase stinger can cease or resume flight as a free action. This ability becomes ineffective in an antimagic field, and the phase stinger loses its ability to fly for as long as the antimagic effect persists.
Spell-like Abilities: At will: passwall. Caster Level 10th.
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.