Monolith Constructs
Beautiful and elaborate suits of armor animated with shadow magic and fueled by a flickering blue flame that is both freezing cold and burning hot to the touch, these constructs are more decoration that guardian, being fairly fragile for their cost. They are inordinately expensive, both in terms of material construction and magical animation, far beyond their combat prowess is worth. This does not make them truly weak however, in particular the larger champions that are quite dangerous against regular foes who are not equipped to handle a twelve foot tall animated suite of full plate armor with a massive greatsword. Most interesting about the monolith constructs is their ability to weave shadow into illusionary magic. When they strike a foe they can cloak the target in shadow, paralyzing them and turning them invisible before creating a copy of the target they control. Most often this copy is used to sow confusion and fear among the target's allies, calling for retreats or surrender to weaken cohesion.
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Pathfinder 2e
Monolith constructs were created by the shadow fey, drawing power from the Netherworld around them, though some fey lords in the Tenth Kingdom find their style appealing and have found ways to replicate the creation. The monolith's Blatant Dismissal only works in the Netherworld in the first case, and only within the specific courts of the constructs owner in the second, limited by the lack of constant ambient shadow power while within the Tenth Kingdom. The monolith's shadow duplicates of struck creatures are capable of fighting, though they will often delay revealing this to take advantage of using the illusion to try and convince the target's allies to surrender immediately rather than continue battle.
The more basic footman version is smaller and weaker, and the necessary compromises to beauty leaves these constructs particularly open for strikes at vulnerable spots, the armor providing less protection due to thinning and aesthetic choices on the design. This makes the body itself somewhat cheaper and easier to construct, so some courts will have a number of these constructs flanking important hallways as a show of money and art.
Monolith Footman Creature 3 Medium Construct Perception +5; darkvision Languages Elven, Shadowtongue Skills Athletics +10 Str +3, Dex +1, Con +2, Int +0, Wis +0, Cha +0 AC 18; Fort +11, Ref +8, Will +5 HP 50; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; Resistances physical 3 (except adamantine); Weaknesses critical hits 6 Speed 25 feet Melee longsword +10 (versatile P), Damage 1d8+3 slashing plus 1d6 cold or fire (see Fey Fire) and Blatand Dismissal Melee fist +10 (agile), Damage 1d6+3 bludgeoning plus 1d6 cold or fire (see Fey Fire) Blatant Dismissal [reaction] (arcane, illusion, incapacitation, mental, shadow); Requirement The monolith footman is within a fey court or castle; Trigger The monolith footman scores a critical hit with its longsword; Effect The target must succeed on a DC 17 Will save or be turned invisible, paralyzed, and made silent for 1d4 rounds (or 1d4+4 rounds on a critical failure). An illusionary version of the creature appears in its space as a 2nd rank illusory creature spell. The spell ends when the other effects on the target end. Fey Fire [1 action] (concentrate) The monolith footman changes the elemental damage dealt by its longsword and fist between cold and fire. The choice remains until it next uses Fey Fire.
Monolith champions are far larger, and by necessity are more durable than the footman. One champion can cost more than a dozen footman however, so a single one is quite the expenditure, and having more can be devastating to the owner's bank.
Monolith Champion Creature 8 Large Construct Perception +14; darkvision Languages Elven, Shadowtongue Skills Athletics +16 Str +4, Dex +1, Con +3, Int +0, Wis +0, Cha +0 Items +1 striking greatsword AC 27; Fort +19, Ref +13, Will +14 HP 150; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; Resistances physical 8 (except adamantine) Speed 35 feet Melee greatsword +19 (magical, versatile P), Damage 2d12+8 slashing plus 1d6 cold or fire (see Fey Fire) and Blatant Dismissal Melee fist +18 (agile, magical), Damage 2d4+8 bludgeoning plus 1d6 cold or fire (see Fey Fire) Blatant Dismissal [reaction] (arcane, illusion, incapacitation, mental, shadow); Requirement The monoligh champion is within a fey court or castle; Trigger The monolith champion scores a critical hit with its greatsword; Effect The target must succeed on a DC 23 Will save or be turned invisible, paralyzed, and made silent for 1d4 rounds (or 1d4+4 rounds on a critical failure). An illusionary version of the creature appears in its space as a 4th rank illusory creature spell. The spell ends when the other effects on the target end. Fey Fire [1 action] (concentrate) The monolith champion changes the elemental damage dealt by its greatsword and fist between cold and fire. The choice remains until it next uses Fey Fire.
13th Age
The monolith constructs are favored by the Elf Queen's court, their beauty and confounding magic being excellent treats. The Queen herself has many of them, though they are not used for personal defense as her true bodyguards are far more subtle and terrifying. Instead her battalion of monolith champions are purely for show, performing parades and acting as a mobile art exhibition, each one having unique and distinct designs. Few other Icon's followers see the value of monolith constructs, being more practical in many ways, though individual mages and lords who are more susceptible to frivolous spending may commission some monolith footmen, or even a champion to grace their personal residences.
Monolith Footman 4th level troop [construct] Initiative: +6 Fey Flame Blade +9 vs. AC – 10 damage. Natural 11+: 5 cold or fire damage (footman’s choice). Critical Hit: The monolith footman makes a blatant dismissal attack against the target as a free action. [Special Trigger] Blatant Dismissal +8 vs. MD – The target is dazed (save ends). Natural 14+: The target is weakened until the end of their next turn, then dazed (save ends). Natural 18+: The target is charmed (save ends). Fragile Construction: A critical hit against the monolith footman drops it to 0 hit points. AC 21 PD 17 MD 14 HP 60
Monolith Champion 5th level double strength troop [construct] Initiative: +7 Fey Flame Greatsword +10 vs. AC – 25 damage. Natural 11+: The target and 1d3 nearby enemies take 5 cold or fire damage (champion’s choice). Critical Hit: The monolith champion makes a blatant dismissal attack against the target as a free action. [Special Trigger] Blatant Dismissal +9 vs. MD – The target is stunned (easy save ends, 6+). Natural 14+: The target turns invisible while stunned, and an illusionary duplicate appears. The duplicate becomes the target of any spell or ability the target’s allies use that would affect the target, negating the effects. Nastier Special Partially Real Duplicate: While an enemy is invisible from blatant dismissal, the illusionary copy lashes out at their allies. It makes the following attack each round on the target’s turn (let the player roll for the attack if you like, flavoring it to the target’s equipment and abilities and pretending the character is confused): Illusory Attack +9 vs. MD (one nearby enemy) – 10 psychic damage. AC 22 PD 18 MD 15 HP 160













