Arcbound Creatures
(Version 1.01 - Last Modified: 09/29/2004)
- All artwork owned and copyrighted by Wizards of the Coast
Introduction
As the preparations for war between the Kingdom of Tolkeen and the Coalition States ramped up during 105
PA and the early parts of 106 PA, whole new fields of research were opened up to the techno-wizards of
Magestar. Many different groups were looking into how to create powerful war machines that could match or
surpass the technological war machines that the CS possessed. The most famous of these creations were the
Iron Juggernauts, which were mass produced during the four year war. But one of the lesser known creations
were a series of animated constructs based around a symbiotic energy known as Arcbound Energy.
The Arcbound Creatures, as they became known, always fought in groups and one of their most important
features was their ability to transfer a portion of their strength from a dieing Arcbound Creature to
nearby Arcbound Creature, making it stronger. By using this power, large numbers of relatively weak
Arcbound Creatures could attack a target, but even as they were destroyed individually, the overall
strength of the unit decreased only marginally. Another strength of the Arcbound Creatures was the
material their bodies were made from. Unlike the ritually enchanted metal and machines in the bodies of
the Iron Juggernauts, the Arcbound Creatures were composed primarily of energy that was used to animate
and control the metal that was in their bodies.
Eleven different Arcbound Creatures saw use during the war between Tolkeen and the CS, but their first
actual combat occurred during the Sorcerers' Revenge campaign in 108 PA. The Arcbound Creatures performed
as expected, the already confused and demoralized Coalition troops did not know what to make of these new
magical that got stronger each time they killed one of their number. Unfortunately, the Tolkeen military
commanders did not know how to adequately use the creatures, throwing away the powerful veterans from the
Sorcerers' Revenge campaign in useless battles and using small numbers of the creatures during the run up
to the final battles of the war. It was only during the assault on Magestar itself were the remaining
Arcbound Creatures deployed properly. The original group of techno-wizards that had created the Arcbound
Creatures had studied over the course of the war how to deploy them effectively and while their advice was
not heeded by the military commanders in the field, the siege of Magestar gave the wizards their first
chance to command their creations in actual battle. Although Magestar eventually fell to the advancing
Coalition troops, the Arcbound Creatures finally proved their worth. Unfortunately, few survived the final
battles of the war and even fewer wizards from their original group of creators escaped alive. With the
chances of new Arcbound Creatures being created extremely slim, their numbers will eventually dwindle and
the secret of how to build them will die with their creators.
Using Arcbound Creatures In A Campaign
The easiest way to incorporate these creatures into any campaign is through the Tolkeen - Coalition States
war. The party could belong to one side or the other, they could be mercenaries, or they could simply be
caught in the crossfire of the war. The Arcbound Creatures could be working with the party against the CS,
or the Arcbound Creatures could be an enemy that the party must destroy in order to reach some goal or
because they are there if the party is working for or with the Coalition States.
Immediately following the war, the a number of the original creators of the Arcbound Creatures left
Magestar with as many of their creations as possible. Some of these wizards were evil at heart and would
definitely use their creations for their own end. Also, a large number of Arcbound Creatures were let loose
in the wilderness of Minnesota and with the fall of the Tolkeen, these creatures could become confused and
have trouble distinguishing friends from enemies, making them a danger to everyone. Another possibility is
that a unit of Arcbound Creatures goes rogue. The Arcbound Overseers are sentient and quite intelligent,
during the final days of the war, one or two could have easily decided to abandon Magestar or have survived
the siege of the city and escaped afterwards. Once on their own, presumably leading a unit of Arcbound
Creatures, the Arcbound Overseer could have headed anywhere and followed whatever goals it chose, including
joining a mercenary group, which could once again bring Arcbound Creatures into conflict with the party.
Maybe the party fought beside them during the war, but now has to face them in battle.
Arcbound Bruiser
Illustration by Christopher Moeller. ©1993-2004 Wizards of the Coast, Inc.
Although the Arcbound Warrior was built in larger numbers, the main combat unit for the arcbound
creatures was always intended to be the Arcbound Bruiser. Built to take on the smaller robot vehicles
deployed by the Coalition States, the bruiser is strong and tough, but fairly slow moving. With a
low-level intelligence, the bruisers can still be outwitted by their enemies, but units of bruisers
are often deployed with at least a few of the smarter arcbound creatures or living controllers.
With a roughly humanoid shape, the metal pieces that make up the bruisers' bodies appear quite rough
to the touch, with dents and pot marks everywhere. A unique feature of the bruiser is its forearms
appear to be composed of floating jagged chunks of metal, held together by constantly moving arcs of
energy. The Arcbound Bruiser has a powerful physical attack, but it is also capable of delivering
powerful energy blasts and has access to several useful spells that it can cast upon itself when
needed.
- Racial Type: Magical Construct - Arcbound Creature - Minor
- Alignment: Effectively Anarchist; has no independent thoughts and follows instructions
blindly.
- Attributes:
- I.Q.: 7
- P.S.: 24 (supernatural)
- P.P.: 16
- Spd: Running speed of 120 mph (193.1 km/h)
- Size: 18' (5.5 m) tall
- Weight: 8 tons (7.3 metric tons)
- M.D.C.: 200
- M.D.C. Armor Rating: 8
- Horror Factor: 10
- Combat Skills: 5 attacks per melee, +6 to strike, +6 to parry, +3 to dodge, and +2 to roll
with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 2D6 M.D. with a W.R. (Weapon Rating) of 9 and a power punch
inflicts 4D6 M.D. with a W.R. of 9, but counts as two attacks. Weapon Ratings already include
bonus from supernatural PS attribute.
- P.P.E.: 2D4x10+40
- Magic Powers: All Arcbound Bruisers possess the following magic spells: Blinding Flash,
Deflect, Electric Arc, Energy Bolt, Energy Disruption, Fire Bolt, Magic Shield, Orb of Cold,
Paralysis: Lesser, and See the Invisible. All spells are cast at 6th level of
experience.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 400 M.D.C. and regenerates at a rate of 1D6 M.D.C.
per melee round.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Bruiser fires its bolt from its forearms. The energy bolt fired by the Arcbound Bruiser
has a range of 4000' (1220 m), has an M.D.C. Weapon Rating of 11, inflicts 1D6x10 M.D.
per blast, and has a bonus of +5 to strike. Firing an energy bolt requires one melee
attack.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or more
arcbound creatures that are an equal distance away from the dieing creature, then it the
energy will transfer to one of those creatures randomly. This ability triggers no matter
how the arcbound creature was destroyed. The target of this creature's arcbound energy
gains the following bonuses: +3 to PS, increase speed by +5 mph (8 km/h), +2D4x10 M.D.C.
to energy field, +30 to PPE, and increase range of Arcbound Energy Bolt by +200' (61 m)
and damage by +2D6 M.D. per blast. In addition, any previous bonuses that had been
transferred to this creature when another arcbound creature died are also transferred.
Arcbound Crusher
Illustration by Michael Sutfin. ©1993-2004 Wizards of the Coast, Inc.
If the Arcbound Overseers are the brains of an arcbound creature army, then the Arcbound Crusher is
the brawn. Stronger with every arcbound creature near it, at the beginning of a fight, the Crusher
is immensely powerful. With the strength of an ancient dragon, the Arcbound Crusher can take on
whole divisions of coalition troops. Unfortunately, in a prolonged fight, the crusher gets weaker
and weaker. As each arcbound creature is killed, the crusher loses a bit of its overwhelming
strength. Eventually, when the crusher is one of the few arcbound creatures on the field of battle,
its strength is much diminished and easily destroyed.
Like the Arcbound Overseers, very few Arcbound Crushers were built during the war. With the fall of
the arcbound creature armies, the extreme danger posed by the crushers has mostly passed. Although a
few may have survived the final battles around Magestock, they are nowhere near as dangerous as they
once were. The crushers lack the intelligence and leadership capabilities to control a large number
of arcbound creatures, and of yet, none of the largest groups of arcbound creatures have an Arcbound
Crusher working with them.
- Racial Type: Magical Construct - Arcbound Creature - Major
- Alignment: Effectively Anarchist; follows all orders without second thoughts.
- Attributes:
- I.Q.: 12
- P.S.: 20 (supernatural)
- P.P.: 12
- Spd: Running speed of 100 mph (160.9 km/h)
- Size: 10' (3 m) tall and 25' (7.6 m)
- Weight: 5 tons (4.5 metric tons)
- M.D.C.: 450
- M.D.C. Armor Rating: 10
- Horror Factor: 12
- Combat Skills: 6 attacks per melee, +8 to strike, +6 to parry, +4 to dodge, and +4 to
roll with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 2D6 M.D. with a W.R. (Weapon Rating) of 8 and a power punch
inflicts 4D6 M.D. with a W.R. of 8, but counts as two attacks. Weapon Ratings already include
bonus from supernatural PS attribute.
- P.P.E.: 5D6x10+20
- Magic Powers: All Arcbound Crushers possess the following magic spells: All spells from
invocation spell levels 1 to 9 except Armor of Ithan (it interferes with the Arcbound Energy
Field). The Crusher also knows Armorbane, Energy Sphere, Firequake, Giant, Havoc, Ley Line Storm
Defense, Meteor, and Summon Fog. All spells are cast at 10th level of experience and
with a spell strength bonus of +2.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 200 M.D.C. and regenerates at a rate of 1D6 M.D.C.
per melee round.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Crusher fires its bolt from its mouth. The energy bolt fired by the Arcbound Crusher has
a range of 6000' (1830 m), has an M.D.C. Weapon Rating of 11, inflicts 2D4x10 M.D. per
blast, and has a bonus of +8 to strike. Firing an energy bolt requires one melee attack.
- Energy Resonance:
The Arcbound Crusher has a unique ability that allows it's energy to resonate with the
energy of nearby arcbound creatures, making the Arcbound Crusher stronger. For each
arcbound creature that is within 100' (30.5 m) of the Arcbound Crusher, the Arcbound
Crusher gains the following bonuses: +1 to PS, +1 to PP, +5 M.D.C. to energy field, +2
M.D. to energy bolt, and +2 PPE. Unfortunately, this bonus is lost instantly if any of
these creatures leave the range of this ability or are destroyed. The other arcbound
creatures provide bonuses to the crusher even if they are under the control of another
group and are fighting this Arcbound Crusher.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or more
arcbound creatures that are an equal distance away from the dieing creature, then it the
energy will transfer to one of those creatures randomly. This ability triggers no matter
how the arcbound creature was destroyed. The target of this creature's arcbound energy
gains the following bonuses: +4 to PS, +4 to PP, increase speed by +25 mph (40.2 km/h),
+2D6x10+30 M.D.C. to energy field, +50 to PPE, and increase range of Arcbound Energy Bolt
by +400' (122 m) and damage by +4D6 M.D. per blast. In addition, any previous bonuses
that had been transferred to this creature when another arcbound creature died are also
transferred.
Arcbound Fiend
Illustration by Ittoku. ©1993-2004 Wizards of the Coast, Inc.
The Arcbound Fiend was meant to be the opposite of the Arcbound Ravager. Where the ravager drained
energy from willing participants to grow stronger, the Arcbound Fiend would drain the energy from
its enemies. In addition to its surprisingly effective energy drain attack, the fiend was equipped
with numerous tentacles to allow it to engage in hand-to-hand combat. Often deployed alone or with
a small escort of other arcbound creatures, the Arcbound Fiend is used only in special circumstances,
usually during mass CS assaults or when a demon or supernatural "ally" of the Kingdom of Tolkeen
goes rogue.
With a shape reminiscent of a squid, the Arcbound Fiend has a large body attached to a number of
segmented tentacles held together by arcing energy. The Arcbound Fiend has a powerful energy beam
attack to destroy armored opponents, opponents that resist its energy drain attack, and to finish
off already weakened opponents, especially supernatural creatures. In order to assist it in its task
of draining a target, the Arcbound Fiend has a large number of spells geared towards incapacitating
the target, especially spells that inspire fear and terror in the target.
- Racial Type: Magical Construct - Arcbound Creature - Medium
- Alignment: Effectively Anarchist; follows all orders without second thoughts.
- Attributes:
- I.Q.: 10
- P.S.: 25 (supernatural)
- P.P.: 18
- Spd: Crawling speed of 30 mph (48.3 km/h) and Flying speed of 350 mph (563.3 km/h)
- Size: 8' (2.4 m) tall, each tentacle is 15' (4.6 m) long
- Weight: 3 tons (2.7 metric tons)
- M.D.C.: 250
- M.D.C. Armor Rating: 9
- Horror Factor: 12
- Combat Skills: 8 attacks per melee, +7 to strike, +7 to parry, +5 to dodge, and +1 to roll
with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A tentacle strike inflicts 2D8 M.D. with a W.R. (Weapon Rating) of 9 and a power
tentacle strike inflicts 4D8 M.D. with a W.R. of 9, but counts as two attacks. Weapon Ratings
already include bonus from supernatural PS attribute.
- P.P.E.: 3D4x10+60
- Magic Powers: All Arcbound Fiends possess the following magic spells: All spells from
invocation spell levels 1 to 4 except Armor of Ithan (it interferes with the Arcbound Energy
Field). The Fiend also knows Agony, Charm, Domination, Energy Disruption, Frequency Jamming,
Horrific Illusion, Horror, Illusionary Wall, Impervious to Energy, and Teleport: Lesser. All
spells are cast at 8th level of experience and with a spell strength bonus of +1.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 300 M.D.C. and regenerates at a rate of 1D6 M.D.C.
per melee round.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Fiend fires its bolt from the end of its tentacles. The energy bolt fired by the Arcbound
Fiend has a range of 4000' (1220 m), has an M.D.C. Weapon Rating of 11, inflicts 1D6x10
M.D. per blast, and has a bonus of +7 to strike. Firing an energy bolt requires one melee
attack.
- Energy Drain:
The Arcbound Fiend possesses the ability to drain the energy from another magical
construct or supernatural creature, making the fiend stronger. Unlike the ability of the
Arcbound Ravager, this ability does not destroy the target, only weakens it, and it can
only be used on creatures infused with magical energy, such as from a simple golem to a
powerful dragon. To use this ability, the fiend must use one of its melee attacks and be
within 150' (45.7 m) of the target, and the target is allowed to make a save vs. magical
spell at 16 to avoid the effects of this ability. If the save fails, the target suffers
the following penalties: -4 to PS, -3 to PE, -3 to PP, -25% to Spd, -25% to its PPE,
-1D4x10 S.D.C., and -3D6 hit points, and the fiend gains the following bonuses: +2 to PS,
+1 to PE, +2 to PP, +10 mph (16.1 km/h) to flying speed, 1D4x10+10 to its PPE, and +25 to
its energy field. The Arcbound Fiend can use this ability only once per melee round, but
it can be used on the same target many times.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or
more arcbound creatures that are an equal distance away from the dieing creature, then
it the energy will transfer to one of those creatures randomly. This ability triggers no
matter how the arcbound creature was destroyed. The target of this creature's arcbound
energy gains the following bonuses: +2 to PS, +3 to PP, increase speed by +10 mph (16.1
km/h), +1D6x10+15 M.D.C. to energy field, +50 to PPE, and increase range of Arcbound
Energy Bolt by +100' (30.5 m) and damage by +1D6 M.D. per blast. In addition, any
previous bonuses that had been transferred to this creature when another arcbound
creature died are also transferred. Finally, this creature transfers all of the bonuses
that it received from its Energy Growth ability.
Arcbound Lancer
Illustration by John Avon. ©1993-2004 Wizards of the Coast, Inc.
The Arcbound Lancer was the most numerous of the medium acrbound creatures and was envisioned as a
frontline combat unit that would support the Arcbound Bruisers in a head-on assault on CS troops.
Powerful and tough, the Arcbound Lancer also possessed surprising speed and agility and was easily
matched the tanks and APCs deployed by the Coalition States. Deployed both with a group of Arcbound
Bruisers and in special units consisting primarily of lancers, the Arcbound Lancer quickly became a
hated enemy to the CS troops that faced arcbound troops time after time.
With a shape reminiscent of an ostrich, the Arcbound Lancer does not present an appearance that
would inspire much fear, but its powerful energy weapons, fast speed, and heavily armored body can
cause a certain bit of anxiety in the enemies it faces. Designed to be powerful enough to take on CS
tanks and APCs, the Arcbound Lancer is far from the most intelligent of the arcbound creatures,
although it is still smarter then the Arcbound Bruisers. With good instincts and capable of creating
simple tactical and strategic plans, the Lancer is a dangerous addition to a unit of Arcbound
Bruisers.
- Racial Type: Magical Construct - Arcbound Creature - Medium
- Alignment: Effectively Anarchist; is capable of independent thoughts, but still
follows orders blindly.
- Attributes:
- I.Q.: 9
- P.S.: 38 (supernatural)
- P.P.: 12
- Spd: Running speed of 150 mph (241.4 km/h)
- Size: 28' (8.5 m) tall and 46' (14 m) long
- Weight: 43 tons (39 metric tons)
- M.D.C.: 400
- M.D.C. Armor Rating: 8
- Horror Factor: 13
- Combat Skills: 6 attacks per melee, +8 to strike, +6 to parry, +4 to dodge, and +3 to
roll with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 5D6 M.D. with a W.R. (Weapon Rating) of 13, a power punch
inflicts 1D6x10 M.D. with a W.R. of 13, but counts as two attacks, and a horn attack inflicts
1D8x10 M.D. with a W.R. of 15. Weapon Ratings already include bonus from supernatural PS
attribute.
- P.P.E.: 4D4x10+60
- Magic Powers: All Arcbound Lancers possess the following magic spells: Blinding Flash,
Call Lightning, Crushing Fist, Deflect, Electric Arc, Energy Bolt, Energy Disruption, Fire
Ball, Fire Bolt, Impervious to Energy, Negate Mechanics, Orb of Cold, Paralysis: Lesser, and
See the Invisible. All spells are cast at 8th level of experience.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 1000 M.D.C. and regenerates at a rate of 2D6 M.D.C.
per melee round.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Lancer fires its bolt from its horn. The energy bolt fired by the Arcbound Lancer has a
range of 6000' (1830 m), has an M.D.C. Weapon Rating of 11, inflicts 2D6x10 M.D. per
blast, and has a bonus of +7 to strike. Firing an energy bolt requires one melee attack.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or more
arcbound creatures that are an equal distance away from the dieing creature, then it the
energy will transfer to one of those creatures randomly. This ability triggers no matter
how the arcbound creature was destroyed. The target of this creature's arcbound energy
gains the following bonuses: +1 to IQ, +6 to PS, increase speed by +5 mph (8 km/h),
+150 M.D.C. to energy field, +60 to PPE, and increase range of Arcbound Energy Bolt by
+500' (152.4 m) and damage by +15 M.D. per blast. In addition, any previous bonuses that
had been transferred to this creature when another arcbound creature died are also
transferred.
Arcbound Overseer
Illustration by Carl Critchlow. ©1993-2004 Wizards of the Coast, Inc.
The true leader of the arcbound creatures is the Arcbound Overseer. Directing troops in and out of
battle, the overseer ensures that the less intelligent arcbound creatures are kept in line and
directed towards whatever target the overseer has been ordered to destroy. Constructed to be the
perfect commander for the arcbound creatures, the Arcbound Overseers strengthen the energy of the
arcbound creatures within a certain range and they are highly intelligent and are capable of
considered to be fully sentient. Unfortunately, although the overseers were fully capable of
determining the best way to deploy the arcbound creatures, the wizards and soldiers in charge of
deploying the arcbound creatures constantly ignored them, except during the final days of the siege
of Magestock.
Only a small handful of Arcbound Overseers were constructed during the war between Tolkeen and the
Coalition States and most were destroyed during the war. However, it is always possible that an
Arcbound Reclaimer could have restored any fallen overseers to life after the CS army had passed
over an area. There has been at least one confirmed sighting of an Arcbound Overseer operating in
the ruins of the Kingdom of Tolkeen, controlling an army of over 100 arcbound creatures of all types.
The goals of this group now that their creators are no longer controlling them and the kingdom they
were created to protect has fallen are unknown.
- Racial Type: Magical Construct - Arcbound Creature - Major
- Alignment: Effectively Anarchist; follows all orders without second thoughts.
- Attributes:
- I.Q.: 14
- P.S.: 26 (supernatural)
- P.P.: 18
- Spd: Running speed of 180 mph (289.7 km/h)
- Size: 12' (3.7 m) tall
- Weight: 4 tons (3.6 metric tons)
- M.D.C.: 800
- M.D.C. Armor Rating: 10
- Horror Factor: 11
- Combat Skills: 7 attacks per melee, +10 to strike, +8 to parry, +7 to dodge, and +5 to
roll with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 3D6 M.D. with a W.R. (Weapon Rating) of 10 and a power punch
inflicts 6D6 M.D. with a W.R. of 10, but counts as two attacks. Weapon Ratings already include
bonus from supernatural PS attribute.
- P.P.E.: 6D6x10+80
- Magic Powers: All Arcbound Overseers possess the following magic spells: All spells from
invocation spell levels 1 to 10 except Armor of Ithan (it interferes with the Arcbound Energy
Field). The Overseer also knows Energy Sphere, Firequake, Heavy Air, Mindshatter, Summon &
Control Storm, Summon Fog, and Wall of the Weird. All spells are cast at 12th level
of experience and with a spell strength bonus of +3.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 1500 M.D.C. and regenerates at a rate of 1D6 M.D.C.
per melee round.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Overseer fires its bolt from its forearms. The energy bolt fired by the Arcbound
Overseer has a range of 5000' (1524 m), has an M.D.C. Weapon Rating of 11, inflicts
3D6x10 M.D. per blast, and has a bonus of +8 to strike. Firing an energy bolt requires
one melee attack.
- Energy Resonance:
The Arcbound Overseer's main purpose is to lead an army of Arcbound creatures, but to help
it in this task, the overseer has the ability to resonate it's energy with the energy of
nearby arcbound creatures. All other arcbound creatures that are within 200' (61 m) of the
Arcbound Overseer gains the following bonuses: +5 to PS, +3 to PP, +2D4x10 M.D.C. to the
energy field, +500' (152.4 m) to the range of the energy bolt, +15 M.D. to the energy bolt,
and +40 PPE. Unfortunately, this bonus is lost instantly if these creatures leave the range
of this ability or this creature is destroyed. The Arcbound Overseer provides this ability
to other arcbound creatures even if they are under the control of another group and are
fighting this Arcbound Overseer. In addition, bonuses from multiple Arcbound Overseers are
cumulative and an Arcbound Overseer gains the benefits of this ability if it is within
range of another Arcbound Overseer.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or more
arcbound creatures that are an equal distance away from the dieing creature, then it the
energy will transfer to one of those creatures randomly. This ability triggers no matter
how the arcbound creature was destroyed. The target of this creature's arcbound energy
gains the following bonuses: +3 to PS, increase speed by +5 mph (8 km/h), +2D4x10 M.D.C.
to energy field, +30 to PPE, and increase range of Arcbound Energy Bolt by +200' (61 m)
and damage by +2D6 M.D. per blast. In addition, any previous bonuses that had been
transferred to this creature when another arcbound creature died are also transferred.
Arcbound Racer
Illustration by Alan Pollack. ©1993-2004 Wizards of the Coast, Inc.
Built for speed, the Arcbound Racer is the fastest of the arcbound creatures. Not especially well armored,
the racer is vulnerable to enemy fire, but the enemy has to hit it first, not an easy task. The Arcbound
Racer was designed as a fast interception unit to attack vulnerable supply lines and to provide a fast
reaction force to counter the fast vehicle employed by the CS. Although it provided it worth on the
battlefield, the Arcbound Racer was considered to lightly armored for its role in attacking tanks and
APCs.
Made to resemble a large cat, the Arcbound Racer was built to reach incredible running speeds. With
powerful claws and a powerful energy attack, the Arcbound Racer is very effective against ground troops
and skelebots, but its weak armor becomes a disadvantage when attacking power armor and groups of heavily
armored vehicles, like tanks. The Arcbound Racer is also not as intelligent as the more powerful Arcbound
Creatures. Although designed with excellent instincts and cunning, it has the intelligent of a large
predator, and has trouble discerning traps and ambushes planned by intelligent enemies.
- Racial Type: Magical Construct - Arcbound Creature - Minor
- Alignment: Effectively Anarchist; has no independent thoughts and follows instructions
blindly.
- Attributes:
- I.Q.: 7
- P.S.: 20 (supernatural)
- P.P.: 22
- Spd: Running speed of 380 mph (611.6 km/h)
- Size: 6' (1.8 m) tall at the shoulder and 9' (2.7 m) long
- Weight: 900 lbs (408.2 kg)
- M.D.C.: 80
- M.D.C. Armor Rating: 7
- Horror Factor: 10
- Combat Skills: 6 attacks per melee, +8 to strike, +5 to parry, +8 to dodge, and +3 to roll
with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A bite attack inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 8, a claw strike
inflicts 2D6 M.D. with a W.R. of 9, and a power claw strike inflicts 4D6 M.D. with a W.R. of 9,
but counts as two attacks. Weapon Ratings already include bonus from supernatural PS attribute.
- P.P.E.: 1D6x10+80
- Magic Powers: All Arcbound Racers possess the following magic spells: Blinding Flash,
Chameleon, Climb, Energy Bolt, Fire Bolt, Invisibility: Simple, Orb of Cold, See the Invisible,
and Shadow Meld. All spells are cast at 6th level of experience.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 200 M.D.C. and regenerates at a rate of 1D6 M.D.C.
per minute.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Racer fires its bolt from its mouth. The energy bolt fired by the Arcbound Racer has a
range of 2000' (610 m), has an M.D.C. Weapon Rating of 11, inflicts 5D6 M.D. per
blast, and has a bonus of +3 to strike. Firing an energy bolt requires one melee attack.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or more
arcbound creatures that are an equal distance away from the dieing creature, then it the
energy will transfer to one of those creatures randomly. This ability triggers no matter
how the arcbound creature was destroyed. The target of this creature's arcbound energy
gains the following bonuses: +1 to PS, +1 to PP, increase speed by +30 mph (48.3 km/h),
+1D6x10 M.D.C. to energy field, +30 to PPE, and increase range of Arcbound Energy Bolt by
+100' (30.5 m) and damage by +1D6+1 M.D. per blast. In addition, any previous bonuses that
had been transferred to this creature when another arcbound creature died are also
transferred.
Arcbound Ravager
Illustration by Carl Critchlow. ©1993-2004 Wizards of the Coast, Inc.
The Arcbound Ravager was conceived by some of the more controversial members of the group of
techno-wizards that created the arcbound creatures. Originally developed as an emergency warrior,
the ravager was meant to scour the battlefield looking for nearly dead wizards and magical
creatures and almost destroyed arcbound creatures that were could not be healed or repaired.
Unfortunately, after their initial deployment during the Sorcerers' Revenge campaign, most
ravagers became scavengers. Although it performed its original task well enough, the creature
would often hasten the departure of its target or "convince" it in other ways to give its energy
to the ravager. By the end of the war, among the most powerful magical constructs called to fight
in the last battles were the few surviving ravagers.
Unfortunately, these creatures are also among the most independent and many abandoned the Kingdom
of Tolkeen during the final days in order to avoid certain destruction. Most ravagers can be found
operating along or with small groups of minor arcbound creatures that they control. These groups
wander the wilderness, spreading out ever further from the ruins of Tolkeen and although they
cannot rebuild any of their fallen comrades, they continue to grow in strength.
- Racial Type: Magical Construct - Arcbound Creature - Medium
- Alignment: Effectively Anarchist; follows all orders without second thoughts.
- Attributes:
- I.Q.: 11
- P.S.: 22 (supernatural)
- P.P.: 14
- Spd: Running speed of 150 mph (241.4 km/h)
- Size: 4' (1.2 m) tall and 10' (3 m) long
- Weight: 2 tons (1.8 metric tons)
- M.D.C.: 250
- M.D.C. Armor Rating: 9
- Horror Factor: 13
- Combat Skills: 6 attacks per melee, +7 to strike, +5 to parry, +4 to dodge, and +4 to
roll with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A bite attack inflicts 4D6 M.D. with a W.R. (Weapon Rating) of 11, claw strike
inflicts 3D6 M.D. with a W.R. of 10 and a power claw strike inflicts 6D6 M.D. with a W.R. of
10, but counts as two attacks. Weapon Ratings already include bonus from supernatural PS
attribute.
- P.P.E.: 4D4x10+100
- Magic Powers: All Arcbound Ravagers possess the following magic spells: All spells from
invocation spell levels 1 to 6 except Armor of Ithan (it interferes with the Arcbound Energy
Field). The Ravager also knows Ballistic Fire, Dispel Magic Barriers, Fly as the Eagle,
Invisibility: Superior, Ley Line Tendril Bolts, Negate Magic, Sonic Blast, Wall of Wind, Wind
Rush, and Wisps of Confusion. All spells are cast at 8th level of experience and
with a spell strength bonus of +1.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 250 M.D.C. and regenerates at a rate of 1D6 M.D.C.
per melee round.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Ravager fires its bolt from its mouth. The energy bolt fired by the Arcbound Ravager
has a range of 4000' (1220 m), has an M.D.C. Weapon Rating of 11, inflicts 1D4x10 M.D.
per blast, and has a bonus of +8 to strike. Firing an energy bolt requires one melee
attack.
- Absorb Energy:
The Arcbound Ravager has the ability to absorb all of the magical energy from a single
living target or arcbound creature, growing stronger each time. To use this ability,
the Arcbound Ravager must touch the intended target and spend an entire melee round
absorbing the energy from the target. The ravager becomes stronger based on how much
PPE it absorbs from the target. For every point it absorbs it gains +1 PPE, +1 M.D.C.
to its energy shield, and its energy bolt attack inflicts +1 M.D., for every ten
points it absorbs it gains +10' (3 m) to the range of its energy bolt and +5 mph (8
km/h) to its speed, and for every twenty points it absorbs it gains +1 to its PS and
PP attributes. These bonuses are permanent, but the target must be willing and is
completely destroyed or killed in the process. A common tactic for the Arcbound Ravager
is to absorb the energy from crippled or nearly destroyed arcbound creatures, becoming
stronger by using this ability and since they are the closest arcbound creature to the
target of this ability, the ravager gains the bonuses from the transfer of arcbound
energy.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or more
arcbound creatures that are an equal distance away from the dieing creature, then it the
energy will transfer to one of those creatures randomly. This ability triggers no matter
how the arcbound creature was destroyed. The target of this creature's arcbound energy
gains the following bonuses: +2 to PS, +2 to PP, increase speed by +10 mph (16.1 km/h),
+1D6x10 M.D.C. to energy field, +50 to PPE, and increase range of Arcbound Energy Bolt by
+100' (30.5 m) and damage by +1D4 M.D. per blast. In addition, any previous bonuses that
had been transferred to this creature when another arcbound creature died are also
transferred. Finally, this creature transfers all of the bonuses that it received from its
Absorb Energy ability.
Arcbound Reclaimer
Illustration by Jon Foster. ©1993-2004 Wizards of the Coast, Inc.
Clearly in a supporting role, the Arcbound Reclaimer has the ability to heal other arcbound creatures
and to bring recently destroyed arcbound creatures back from the dead. These two abilities make it a
highly valuable resource in a prolonged fight. The Arcbound Reclaimer is generally used in only one
of two roles. The first use is for after a battle, when the reclaimer would wander a battlefield,
healing badly damaged arcbound creatures and restoring life to highly prized creatures, like an
Arcbound Overseer or Arcbound Crusher. The second use is during a battle, when the reclaimer would
actually participate in a fight, healing other arcbound creatures in the middle of a fight to prevent
them from being destroyed.
Quite intelligent, the Arcbound Reclaimer is very capable of determining who to heal and when it
should restore a fallen arcbound creature. In an interesting turn of events, the Arcbound Reclaimer
and the Arcbound Ravager were constantly competing against each other. They both had a role in the
battlefield after a fight, but they had very different goals when they encountered a nearly destroyed
arcbound creature. Arcbound Reclaimers were not built in larger numbers, but of those that were built,
most fell during the final days of the siege of Magestar. A few are known to have survived and one is
even known to be travelling with a rogue group of arcbound creatures under the leadership of an
Arcbound Ravager, it's almost sole purpose is to restore the ravager to life if it should ever
fall.
- Racial Type: Magical Construct - Arcbound Creature - Major
- Alignment: Effectively Anarchist; follows all orders without second thoughts.
- Attributes:
- I.Q.: 10
- P.S.: 18 (supernatural)
- P.P.: 12
- Spd: Running speed of 120 mph (193.1 km/h)
- Size: 8' (2.4 m) tall
- Weight: 700 lbs (317.5 kg)
- M.D.C.: 300
- M.D.C. Armor Rating: 9
- Horror Factor: 10
- Combat Skills: 4 attacks per melee, +3 to strike, +5 to parry, +5 to dodge, and +3 to
roll with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 8 and a power punch
inflicts 2D6 M.D. with a W.R. of 8, but counts as two attacks. Weapon Ratings already include
bonus from supernatural PS attribute.
- P.P.E.: 6D6x10+80
- Magic Powers: All Arcbound Reclaimers possess the following magic spells: All spells from
invocation spell levels 1 to 8 except Armor of Ithan (it interferes with the Arcbound Energy
Field). The Reclaimer also knows Dragon Fire, Meteor, Protection Circle: Simple, Reality Flux,
Wall of Defense, Wards, and Warped Space. All spells are cast at 10th level of
experience and with a spell strength bonus of +2.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 100 M.D.C. and regenerates at a rate of 1D6 M.D.C.
per minute.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Reclaimer fires its bolt from its forearms. The energy bolt fired by the Arcbound
Reclaimer has a range of 2000' (610 m), has an M.D.C. Weapon Rating of 11, inflicts 4D6
M.D. per blast, and has a bonus of +5 to strike. Firing an energy bolt requires one
melee attack.
- Restore Energy:
By transferring a portion of its energy, the Arcbound Reclaimer can restore a recently
destroyed arcbound creature back to full health. Unfortunately, to do this, the Arcbound
Reclaimer must use a portion of its own energy, sometimes resulting in the destruction of
the Arcbound Reclaimer. To restore a minor arcbound creature, the Arcbound Reclaimer
suffers the following penalties: -3 to PS, -50 M.D.C. to main body, and -60 PPE. To
restore a medium arcbound creature, the Arcbound Reclaimer suffers the following
penalties: -5 to PS, -150 M.D.C. to main body, and -120 PPE. Finally, to restore a major
arcbound creature, the Arcbound Reclaimer is destroyed. Using this ability requires the
Arcbound Reclaimer to touch the intended target and concentrate for one melee attack for
a minor arcbound creature, one melee round for a medium arcbound creature, and one minute
for a major arcbound creature, during which time the Reclaimer can take no other actions,
not even defensive ones.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or more
arcbound creatures that are an equal distance away from the dieing creature, then it the
energy will transfer to one of those creatures randomly. This ability triggers no matter
how the arcbound creature was destroyed. The target of this creature's arcbound energy
gains the following bonuses: increase speed by +5 mph (8 km/h), +15 M.D.C. to energy field,
+80 to PPE, and increase range of Arcbound Energy Bolt by +50' (15.2 m) and damage by +1
M.D. per blast. In addition, any previous bonuses that had been transferred to this
creature when another arcbound creature died are also transferred.
Arcbound Slith
Illustration by Vance Kovacs. ©1993-2004 Wizards of the Coast, Inc.
The Arcbound Slith was originally conceived as a close assault / assassination creature. Although
it had several innate spells to improve its stealth capabilities, it's unique combat abilities and
higher level of intelligence made it even more useful as a fast, reaction force. A unit of Arcbound
Slith could easily decimate an almost equal number of ground infantry or skelebots with little
effort, especially if ambushing the enemy troops. The Arcbound Slith quickly became one of the most
successful arcbound creatures developed by this particular group of techno-wizards in Magestar.
Although not the most powerful, the Arcbound Slith had the best armor to armament ratio compared to
the number of units deployed in a group.
The Arcbound Slith has a definite humanoid shape, but its body has a far sleeker look to it then the
blocky Arcbound Warrior or large Arcbound Bruiser. With its sharp talons and long range energy
attack, the Arcbound Slith is quite capable in combat, and is smart enough to employ complex tactics
and to use its innate spells far more effectively then the instinct driven minor arcbound
creatures.
- Racial Type: Magical Construct - Arcbound Creature - Medium
- Alignment: Effectively Anarchist; follows all orders without second thoughts.
- Attributes:
- I.Q.: 9
- P.S.: 20 (supernatural)
- P.P.: 20
- Spd: Running speed of 100 mph (160.9 km/h)
- Size: 8' (2.4 m) tall
- Weight: 600 lbs (272.2 metric tons)
- M.D.C.: 150
- M.D.C. Armor Rating: 8
- Horror Factor: 11
- Combat Skills: 5 attacks per melee, +5 to strike, +4 to parry, +5 to dodge, and +3 to
roll with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A claw strike inflicts 1D8 M.D. with a W.R. (Weapon Rating) of 9 and a power
punch inflicts 2D8 M.D. with a W.R. of 9, but counts as two attacks. Weapon Ratings already
include bonus from supernatural PS attribute.
- P.P.E.: 3D4x10+60
- Magic Powers: All Arcbound Slith possess the following magic spells: All spells from
invocation spell levels 1 to 4 except Armor of Ithan (it interferes with the Arcbound Energy
Field). The Slith also knows Call Lightning, Energy Disruption, Fire Ball, Fly, Frequency
Jamming, Impervious to Energy, Implosion Neutralizer, Swim as a Fish: Superior, and Teleport:
Lesser. All spells are cast at 7th level of experience and with a spell strength
bonus of +1.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells
and psionic powers. Also, the construct is immune to all toxins, poisons, and diseases,
both magical and non-magical. The construct is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 250 M.D.C. and regenerates at a rate of 1D4 M.D.C.
per melee round.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Slith fires its bolt from its hands. The energy bolt fired by the Arcbound Slith has a
range of 5000' (1524 m), has an M.D.C. Weapon Rating of 11, inflicts 1D6x10+15 M.D. per
blast, and has a bonus of +7 to strike. Firing an energy bolt requires one melee attack.
- Energy Growth:
The Arcbound Slith is a creature of combat and as such it has a unique special that
allows it's energy to grow during combat. Each time the Arcbound Slith successfully
attacks a creature the Slith gains the following bonuses: +2 M.D. to physical attacks,
+5 M.D. to Energy Bolt attacks, +10 M.D.C. to Energy Field, +1 to PP, and +5 mph (8
km/h). Unfortunately, if the Arcbound Slith attacks and misses, it loses all of the
bonuses provided by this ability. The Slith can take any action it chooses, including
casting spells and defending itself, but it only gains bonuses when it attacks a target
with a weapon, a physical attack, an energy bolt, or a spell that causes direct damage.
If the target of the attack dodges or parries the attack in some way, the slith gains
no bonuses and loses all existing bonuses it gained through this ability. The bonuses
from this ability are cumulative, but last only until the end of an encounter.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or more
arcbound creatures that are an equal distance away from the dieing creature, then it the
energy will transfer to one of those creatures randomly. This ability triggers no matter
how the arcbound creature was destroyed. The target of this creature's arcbound energy
gains the following bonuses: +1 to PS, +1 to PP, increase speed by +5 mph (8 km/h),
+25 M.D.C. to energy field, +40 to PPE, and increase range of Arcbound Energy Bolt by
+100' (30.5 m) and damage by +5 M.D. per blast. In addition, any previous bonuses that
had been transferred to this creature when another arcbound creature died are also
transferred. Finally, this creature transfers all of the bonuses that it received from its
Energy Growth ability.
Arcbound Stinger
Illustration by Darrell Riche. ©1993-2004 Wizards of the Coast, Inc.
The Arcbound Stinger represents the only attempt to create an arcbound creature that can fly. With limited
armor and armament, the stinger was not meant to be able to take on a CS SAMAS in a head to head fight.
Preferably a small swarm of Stingers would attack each target, growing stronger as the SAMAS continued to
destroy one stinger after another. It was also felt that there was little need for a flying arcbound
creature as other wizards and elementals could handle air superiority very effectively.
The Stinger, although highly agile, was only a marginal success. Too weak to face a SAMAS individually,
most Stingers played a role in scouting missions, finding targets for ground based acrbound creatures to
attack. These scouting missions were performed in pairs, based on the theory that if one was destroyed, the
other would grow stronger, helping to ensure that it would return with whatever information the two had
gathered.
- Racial Type: Magical Construct - Arcbound Creature - Minor
- Alignment: Effectively Anarchist; has no independent thoughts and follows instructions
blindly.
- Attributes:
- I.Q.: 6
- P.S.: 16 (supernatural)
- P.P.: 26
- Spd: Running speed of 20 mph (32.2 km/h) and Flying speed of 400 mph (643.7 km/h)
- Size: 5' (1.5 m) tall
- Weight: 425 lbs (192.8 kg)
- M.D.C.: 60
- M.D.C. Armor Rating: 7
- Horror Factor: 9
- Combat Skills: 5 attacks per melee, +10 to strike, +6 to parry, +11 to dodge, and +4 to roll
with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 7 and a power punch inflicts
2D6 M.D. with a W.R. of 7, but counts as two attacks. Weapon Ratings already include bonus from
supernatural PS attribute.
- P.P.E.: 1D6x10+60
- Magic Powers: All Arcbound Stingers possess the following magic spells: Blinding Flash,
See the Invisible, Thunderclap, Levitation, Fingers of Wind, and Energy Bolt. All spells are cast at
5th level of experience.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells and
psionic powers. Also, the construct is immune to all toxins, poisons, and diseases, both
magical and non-magical. The construct is impervious to normal fire and cold and suffers only
half damage from magical and mega-damage cold and fire attacks (including plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 120 M.D.C. and regenerates at a rate of 1D6 M.D.C.
per minute.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Stinger fires its bolt from its forearms. The energy bolt fired by the Arcbound Racer has
a range of 6000' (1830 m), has an M.D.C. Weapon Rating of 11, inflicts 4D4 M.D. per
blast, and has a bonus of +4 to strike. Firing an energy bolt requires one melee attack.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another, nearby
arcbound creature. The second arcbound creature must be within 100' (30.5 m) of the dieing
arcbound creature or the energy dissipates harmlessly. If there are two or more arcbound
creatures that are an equal distance away from the dieing creature, then it the energy will
transfer to one of those creatures randomly. This ability triggers no matter how the arcbound
creature was destroyed. The target of this creature's arcbound energy gains the following
bonuses: +1 to PS, +2 to PP, increase speed by +15 mph (24.1 km/h), +1D4x10 M.D.C. to energy
field, +30 to PPE, and increase range of Arcbound Energy Bolt by +200' (61 m) and damage by
+1D4 M.D. per blast. In addition, any previous bonuses that had been transferred to this
creature when another arcbound creature died are also transferred.
Arcbound Wanderer
Illustration by Christopher Moeller. ©1993-2004 Wizards of the Coast, Inc.
In the months that have passed since the fall of the Kingdom of Tolkeen and the city of Magestar,
a new arcbound creature has appeared. It first emerged from the ruins of Magestar several months
after the official end of the war and since then, several more have been spotted wandering the
ruins of the techno-wizard city and the surrounding countryside. Although the Arcbound Wanderer,
as it has been dubbed by people vaguely familiar with the original project that deveoped the
other Arcbound creatures, is not on any official list, its origin is clear. The Arcbound creatures
are unique and although their design could be duplicated, it would take years of study, but this
new creature emerged after only a few months, certainly not enough time for any independent group
to decipher how the Arcbound creatures function. The one thing that is clear is that the Arcbound
Wanderers are powerful, independent-minded constructs that are continuing the fight against the
Coalition States. The constructs are intelligent enough to determine who belongs to the Coalition
States, which the will mercilessly kill, and who do not, which they will leave alone unless
attacked first.
The true origin of the Arcbound Wanderers, of which there are very few sp far, is in one
techno-wizard from Magestar. He believe that he is the final survivor of the project group that
originally created the Arcbound creatures and he is determined to avenge the deaths of his late
friends and coworkers. Using the design of an advanced Arcbound creature that was to replace the
Arcbound Bruiser as a base, the techno-wizard spent weeks working tirelessly in his mostly
destroyed lab. To improve the construct even further, the techno-wizard incorporated psionic energy
into it and built powerful devices to hide the creature from the mutant dogs and psi-stalkers of the
Coalition States.
When his first prototype was finished, the techno-wizard became worried about having it lead the CS
back to his lab, so he released it into the rubble of Magestar with no memory of who created it or
where. That original prototype and all subsequent ones were created with an unintended sense of loss;
they care about who created them, but they cannot remember who that was or where it was, so the
creatures wander in ever wider areas looking for their creator. This, and their intense hatred of the
Coalition States, have given the Arcbound Wanderers a strange sense of purpose, more so then any other
Arcbound creature. The wanderers are constantly looking for their creator and they will ask all people
that they believe are former Tolkeen citizens for help, when the people inevitably do not know who
created the construct, the constructs wander on looking for others that might have some information.
This was how they got their name.
- Racial Type: Magical Construct - Arcbound Creature - Major
- Alignment: Effectively Anarchist; follows all orders without second thoughts.
- Attributes:
- I.Q.: 12
- P.S.: 28 (supernatural)
- P.P.: 18
- Spd: Running speed of 160 mph (257.5 km/h)
- Size: 22' (6.7 m) tall
- Weight: 7.6 tons (6.9 metric tons)
- M.D.C.: 450
- M.D.C. Armor Rating: 9
- Horror Factor: 11
- Combat Skills: 6 attacks per melee, +8 to strike, +8 to parry, +5 to dodge, and +3 to
roll with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 3D6 M.D. with a W.R. (Weapon Rating) of 10 and a power punch
inflicts 6D6 M.D. with a W.R. of 10, but counts as two attacks. Weapon Ratings already include
bonus from supernatural PS attribute.
- P.P.E.: 4D6x10+80
- Magic Powers: All Arcbound Wanderers possess the following magic spells: All spells from
invocation spell levels 1 to 8 except Armor of Ithan (it interferes with the Arcbound Energy
Field). The Wanderers also knows Armorbane, Dragon Fire, Energy Sphere, Ley Line Phantom,
Meteor, Protection Circle: Simple, and Wall of Defense. All spells are cast at 10th level of
experience and with a spell strength bonus of +2.
- I.S.P.: 3D6x10+20
- Psionic Powers: All Arcbound Wanderers possess the following psionic powers: All Physical
psionic powers plus Induce Sleep, Mind Bolt, Object Read, Psi-Sword, See the Invisible,
Telemechanics, and one of the following: Hydrokinesis, Pyrokinesis, or Electrokinesis. All
psioincs are used at 10th level of experience.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic
spells and psionic powers. Also, the construct is immune to all toxins, poisons, and
diseases, both magical and non-magical. The construct is impervious to normal fire and
cold and suffers only half damage from magical and mega-damage cold and fire attacks
(including plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 1100 M.D.C. and regenerates at a rate of 3D6+2 M.D.C.
per melee round.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Wanderer fires its bolt from its forearms. The energy bolt fired by the Arcbound
Wanderer has a range of 6000' (1830 m), has an M.D.C. Weapon Rating of 11, inflicts
2D6x10 M.D. per blast, and has a bonus of +6 to strike. Firing an energy bolt requires
one melee attack.
- Mystical Suppression:
The Arcbound Wanderer cannot be detected by any magical or psionic means of detection.
Even though it can have hundreds of PPE and ISP and is a magical construct, it cannot
be detected by spells or psionic powers like Sense Magic or by the heightened senses of
a psi-stalker or the Coalition States' mutant dogs. The arcbound creature can still be
detected by conventional detection methods like motion sensors, but it will not register
on mystical sensors.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another,
nearby arcbound creature. The second arcbound creature must be within 100' (30.5 m) of
the dieing arcbound creature or the energy dissipates harmlessly. If there are two or
more arcbound creatures that are an equal distance away from the dieing creature, then
it the energy will transfer to one of those creatures randomly. This ability triggers
no matter how the arcbound creature was destroyed. The target of this creature's
arcbound energy gains the following bonuses: +4 to PS, increase speed by +10 mph (16.1
km/h), +3D6x10 M.D.C. to energy field, +50 to PPE, and increase range of Arcbound
Energy Bolt by +400' (122 m) and damage by +4D6 M.D. per blast. In addition, any
previous bonuses that had been transferred to this creature when another arcbound
creature died are also transferred.
Arcbound Warrior
Illustration by Darrell Riche. ©1993-2004 Wizards of the Coast, Inc.
The weakest of the arcbound creatures, the Arcbound Warrior was also produced in the largest numbers.
Built to be mass-produced, the Arcbound Warriors are human-sized and resemble pieces of body armor, being
held together with constantly arcing and shifting energy. The warriors have only a limited intelligence and
while capable of making very simple decisions and recognizing allies from enemies, they require directions
from smarted arcbound creatures or living supervisors.
The Arcbound Warrior has only limited armor and armaments, relying on numbers to overwhelm the firepower of
the coalition infantry. Their protective energy field is the weakest of all of the arcbound creatures and
their energy blasts from the lowest range and inflict the weakest amount of damage, however, they are armed
with powerful close-range weapons that they are use very effectively when they can close in to hand-to-hand
combat range with coalition soldiers or skelebots. One of the advantages of the Arcbound Warriors is the
large portion of their energy that they transfer when they die. If even a single warrior survives from a
small squad, that warrior is almost as powerful and effective as the squad it originally came from. Due to
this, the Arcbound Warriors sent with other Arcbound Creatures in order to draw fire and to make the larger
creatures even more powerful when they die to enemy fire.
- Racial Type: Magical Construct - Arcbound Creature - Minor
- Alignment: Effectively Anarchist; has no independent thoughts and follows instructions
blindly.
- Attributes:
- I.Q.: 6
- P.S.: 16 (supernatural)
- P.P.: 14
- Spd: Running speed of 40 mph (64.4 km/h)
- Size: 8' (2.4 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.: 50
- M.D.C. Armor Rating: 7
- Horror Factor: 8
- Combat Skills: 5 attacks per melee, +4 to strike, +3 to parry, +3 to dodge, and +2 to roll
with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 7 and a power punch inflicts
2D6 M.D. with a W.R. of 7, but counts as two attacks. Weapon Ratings already include bonus from
supernatural PS attribute.
- P.P.E.: 1D6x10+40
- Magic Powers: All Arcbound Warriors possess the following magic spells: Blinding Flash,
CSee the Invisible, limb, and Energy Bolt. All spells are cast at 5th level of experience.
- Natural Abilities:
- Magical Immunities:
As a magical construct, the arcbound creature is immune to all mind altering magic spells and
psionic powers. Also, the construct is immune to all toxins, poisons, and diseases, both
magical and non-magical. The construct is impervious to normal fire and cold and suffers only
half damage from magical and mega-damage cold and fire attacks (including plasma).
- Arcbound Energy Field:
All arcbound creatures are surrounded by a powerful energy field that protects their
bodies from damage. The energy field must be completely depleted before any attack can
damage the creature's main body. However, an attack that exceeds the M.D.C. of the
energy field will carry over and damage the creature's main body. The energy field
around this arcbound creature has 100 M.D.C. and regenerates at a rate of 1D4 M.D.C.
per minute.
- Arcbound Energy Bolt:
All Arcbound Creatures can fire energy bolts from a part of their bodies'. The Arcbound
Warrior fires its bolt from its forearms. The energy bolt fired by the Arcbound Racer
has a range of 2000' (610 m), has an M.D.C. Weapon Rating of 11, inflicts 4D6 M.D. per
blast, and has a bonus of +3 to strike. Firing an energy bolt requires one melee attack.
- Transfer Energy:
When an arcbound creature is destroyed, a part of its energy is transferred to another, nearby
arcbound creature. The second arcbound creature must be within 100' (30.5 m) of the dieing
arcbound creature or the energy dissipates harmlessly. If there are two or more arcbound
creatures that are an equal distance away from the dieing creature, then it the energy will
transfer to one of those creatures randomly. This ability triggers no matter how the arcbound
creature was destroyed. The target of this creature's arcbound energy gains the following
bonuses: +2 to PS, +1 to PP, increase speed by +10 mph (16.1 km/h), +1D4x10 M.D.C. to energy
field, +20 to PPE, and increase range of Arcbound Energy Bolt by +100' (30.5 m) and damage by
+1D6 M.D. per blast. In addition, any previous bonuses that had been transferred to this
creature when another arcbound creature died are also transferred.