Fractine
Type: Large Construct
Hit Dice: 6d10 (35 hp)
Initiative: +0
Speed: Fly 30 ft. (Average)
Armor Class: 16 (-1 Size, +7 Natural), touch 9, flat-footed 16
Base Attack/Grapple: +3 / +12
Attack Slam +8 melee (1d6 + 5 and Random Effect)
Full Attack: Slam +8 melee (1d6 + 5 and Random Effect)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Random Effect
Special Qualities: Shatter, Spell Reflection, DR 10/magic, SR 14, Energy Wary
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 20, Dex 10, Con --, Int --, Wis 14, Cha 12
Skills: None
Feats: None
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Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 7-12 HD (Huge)
Flavor text

Descriptive text

Fractines are attracted to motion, loud sounds, and magical energy.

Combat

Random Effect (Su): Fractines attack by falling or dropping on their victims; a peculiar kind of “slam” attack. Those hit by a fractine’s slam attack must succeed at a Will save DC 14 or fall victim to a random effect. The save is Charisma-based. Roll 1d20 to determine random effect:
1-3 = Blink (target blinks, per the spell, for 1d4 rounds)
4-5 = Teleport (1d4 x 10 feet into the air)
6-7 = Deport (1d4 rounds; target’s mind views his body from another plane; must succeed at a Wisdom check DC 14 each round to control. Failure indicates the victim takes no action that round.)
8-9 = Turn Incorporeal (1d4 rounds; affects all worn and carried equipment)
10-12 = Distortion (1d4 rounds; target’s form suffers a distortion, DM’s choice – Effect may shorten or lengthen limbs, make fat or thin, flatten, stretch, etc. Target must succeed at a Dexterity check DC 14 to perform desired actions while distorted.)
13-15= Transpose (1d4 rounds; part of body is exchanged with that of a nearby target, determined randomly. Intelligence check DC 14 required to control transposed body part.)
16-18 = Confused (1d4 rounds; confusion as per the spell)
19 = Duplication (1d4 rounds; creates a physical copy of victim. Duplicate appears in nearest empty space. Victim has full control over both selves.)
20 = Trap (Target is trapped, as if within a Mirror of Life Trapping (DMG, pg 222).) If this occurs, there is a 25% chance that a trapped creature is released at the same time.

Shatter (Ex): At the end of each round, add up the damage the fractine has suffered in the current round. Roll percentile. There is a 1% chance per point of this damage that the fractine shatters into 2d2 identical independent fragments, each with a respective fraction of the fractine’s remaining hp. Make this roll at the end of each round, after all opponents have made their attacks. Shattering the fractine releases any held creatures (see Random Effects, above). Fragments function normally as fractines.

Damage Reflection (Ex): A portion of all physical damage dealt to a fractine is reflected back at the attacker. The attacker suffers 1d4 x 25% of the inflicted damage, with a Fort save DC 14 allowed for ˝ damage. The save is Charisma-based.

Spell Reflection (Ex): If a fractine is the target of a spell that fails to bypass its spell resistance, the spell is reflected in a random direction. Only spells that specifically target the fractine can be reflected. Area spells cannot be reflected.

Energy Wary: Large bursts of energy – such as from a lightning bolt, fireball, flame strike, or related spell or effect – repulse fractines. Any fractine in the presence of such an effect must succeed at a DC 16 Will save or become panicked for 1d4 rounds.