Cob'ssains

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Medium-Size Construct
Hit Dice: 8d10 (44 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
Armor Class: 24 (+2 Dex, +12 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +13 melee; or ray +8 ranged touch
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ray, circle of venom
Special Qualities: Damage reduction 20/+2, construct, SR 21, light vulnerability
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 25, Dex 15, Con -, Int -, Wis 16, Cha 10
Skills: None.
Feats: None.
 
Environment: Demonweb Pits (66th layer in Abyss)
Organization: Solitary or company (2-4)
Challenge Rating: 9
Treasure: None
Alignment: True Neutral
Advancement: 9-24 HD (Medium)
Level Adjustment: 0
Cob'ssains are metallic assassins created by drow goddess Lolth, for purposes of fast and quickly done assassinations. They are often encountered in Lolth's realm; "Demonweb Pits" or in the Underdark on some "secret" mission. Those who interfere with their business will quickly be dealt with. Process of their creation is only known to Lolth. Sages from Prime believe they're created from souls of drows who were assassins in their former life. Bloods on Outer Planes believe they're created from drows who exceptionally well passed Lolth's tests. Cob'ssains usually look like 5 ft. tall, black humanoids with powerful build, equipped with heavy black armor decorated with thick spikes that resemble wrinkled spider legs. Their heads are protected with beautiful black helms which cover whole face. The helmet`s central gem looks like black sapphire. They often wear deep purple or black cloaks. Their fists are armed with knuckles that have three long and sharp blades on them. They weight about 300 pounds. CombatCob'ssains usually prefer to start combat with their ray or circle of venom to disable or weaken foe, and finish him with his powerful blade-like knuckles.Poison (Ex): Claw, Fortitude save (DC 14); initial damage 1d4 temporary Constitution, secondary damage 2d4 temporary Constitution.Ray (Sp): Cob'ssains can create green ray with red glow from their black helms. Ray inflicts 1d4 points of force damage and the target must succed at Will save (DC 17) or be affected by one of the following emotions determinated by DM's choice; despair, fear or hate.Ray has a range of 180 ft.Circle of Venom (Su): Once per day, cob'ssain can create moving green circle made from 8 daggers in front of them. Daggers are moving and arranging themselves for one round, after which all 8 of them flies towards the target and strikes him with an attack bonus of +9 ranged touch and 1d4+1 points of damage. Each dagger has the power of "dagger of venom" and a range increment of 60 ft. Daggers aren't corporeal and disappear after they strike or miss their target.Light Vulnerability (Ex): If cob'ssain ever finds himself exposed to direct sunlight for more than 2 rounds (or any exposure totaling 5 rounds in a five-day period, even if composed of brief instants), decay sets in his metal body. Within 2d6 days, the cob'ssain crumbles into worthless powder. If carefully protected from full sunlight, it still crumbles to ashes after ld20+30 days.ConstructImmune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage,ability damage, energy drain, or death from massive damage. Constructs have darkvision with a range of 60 ft.Habitat/SocietyNone.0EcologyNone.
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