MC Savage Coast Appendix
Climate/Terrain: | Any |
---|---|
Frequency: | Very rare |
Organization: | Solitary |
Activity Cycle: | Any |
Diet: | Nil |
Intelligence: | Non- (0) |
Treasure: | Nil |
Alignment: | Neutral |
No. Appearing: | 1 |
Armor Class: | 5 |
Movement: | 6, Fl 24 (C) |
Hit Dice: | 12 (50 hp) |
THAC0: | 9 |
No. of Attacks: | 1 |
Damage/Attack: | 3d8 |
Special Attacks: | Charge |
Special Defenses: | Hit only by +2 or better magical weapons, spell immunities |
Magic Resistance: | Nil |
Size: | L (10 tall) |
Morale: | Fearless (20) |
XP Value: | 11,000 |
Built by enduk priests in their grand temples, the naāruk is a golem which looks like a 10-foot-tall winged bull. The naāruk is usually fashioned of gleaming bronze with extremely lifelike workmanship. Naāruks stand dormant and still most of the time, appearing as statues. When active, however, a naāruk's eyes glow a soft green color.
The naāruks give the enduks the ability to rapidly reposition troops and support personnel. During a special religious ceremony, up to 10 enduk warriors or clerics of the same faith may meld (as per the Meld Legacy) into this golem and use it as a long range transportation device. While melded, all occupants remain unconscious, vulnerable only to things that damage the naāruk. The naāruk then flies back to its temple of origin after releasing all of its occupants.
Combat: Like most other golems, a naāruk is merely able to execute fairly detailed, linear instructions. They have difficulty handling conditional instructions.
A naāruk has a Strength of 23 for purposes of breaking or pulling things, and opponents require +2 or better magical weapons to hit a naruk. The naruk is immune to most spells. A gust of wind spell slows the naāruk for 1d4 rounds, and it ignores all other spells.
If the naāruk gets a flying start of at least 60 feet, it charges, inflicting double damage. Naāruks count as +2 weapons for purposes of hitting creatures struck only by magical weapons.Naāruks do not normally participate in battles, but they will defend themselves if attacked. These sacred creatures are reserved for holy wars. They will, however, attack creatures interfering with their goals. If necessary, a naāruk can release some or all of its occupants to assist in defense. If destroyed, a naāruk instantly releases all of its melded occupants.
Damage to the naāruk may only be healed at its home temple. Repairing a naāruk requires a produce fire spell and costs 100 gp in materials per hit point of damage repaired.
Habitat/Society: Most enduk temples keep at least one of these constructs as a guardian. Part of the duty of the enduk clergy is to keep the naruk in top-notch operating condition. Many a neophyte enduk priest has spent countless hours hand-polishing the gleaming bronze flanks of the temple naruk, learning humility, perseverance, and the honor of a task well-done.
Many enduks believe that the spiritual condition of the temple and the physical condition of the temple naruk are linked. To them, a shiny, well-maintained naāruk indicates a healthy temple. Likewise, a naāruk with a bit of tarnish or a hitch in its step indicates corruption in the temple.
Ecology: The naāruk is a golem, a magical construct. As such, it plays no part in the worlds ecology. A naāruk does not eat, sleep, or drink, and lives only until its body is destroyed.
Only the enduk priests know the secret of constructing a naāruk. It requires raw materials worth 40,000 gp and vestments worth 20,000 gp (which are not consumed) and requires a head priest of 16th level or higher. The head priest must have at least eight assistant priests, each of 8th level or higher. The ritual must be performed in a consecrated enduk temple.