Flashing Astral Construct: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.01 -->
[[Category:CR 16]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 16
  <!-- Value: integer between 1 and 35. -->
  }}</onlyinclude>


[[Image:Flashing Astral Construct_1.png|384px|right|xx]]
| Min-CR = 13
== Flashing Astral Construct (CR 16) ==
| Max-CR = 21


Astral Constructs are a more sophisticated type of created magical device than a Golem.  Golems are enormously powerful and extremely dangerous, but over the long centuries, the creators of Golems had noticed one great lack of all Golems, no matter how sophisticated: Golems are not subtle.
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | Flashing Astral Construct
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Flashing Astral Construct_1.png
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>
 
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
  }}</onlyinclude>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Astral Constructs are a more sophisticated type of created magical device than a Golem.  Golems are enormously powerful and extremely dangerous, but over the long centuries, the creators of Golems had noticed one great lack of all Golems, no matter how sophisticated: Golems are not subtle.


Golems are massive engines of destruction, plain and simple, and while that can be very comforting when an insane Dragon is howling for your blood, let's be honest, there are many threats that Golems are practically useless to handle.  As a first effort to handle this perceived lack in the design of Golems, Animated Objects were conceived and constructed in great numbers.  Animated Objects are very popular, even to this day.  Animated Objects are much less obtrusive than Golems, so they can be placed around the house and grounds and will draw much less attention, but once the combat begins, Animated Objects were, again, found to be a bit less than stellar at dealing with threats that were similarly subtle and unobtrusive.
Golems are massive engines of destruction, plain and simple, and while that can be very comforting when an insane Dragon is howling for your blood, let's be honest, there are many threats that Golems are practically useless to handle.  As a first effort to handle this perceived lack in the design of Golems, Animated Objects were conceived and constructed in great numbers.  Animated Objects are very popular, even to this day.  Animated Objects are much less obtrusive than Golems, so they can be placed around the house and grounds and will draw much less attention, but once the combat begins, Animated Objects were, again, found to be a bit less than stellar at dealing with threats that were similarly subtle and unobtrusive.
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Once again, the Creators and Makers, the Tinkers and Thinkers and Masterminds, went back to the drawing board, and on the third attempt, ages ago, they finally harnessed the actual material of the Ether itself, or, Ectoplasm.   
Once again, the Creators and Makers, the Tinkers and Thinkers and Masterminds, went back to the drawing board, and on the third attempt, ages ago, they finally harnessed the actual material of the Ether itself, or, Ectoplasm.   


Ectoplasm, Soulstuff, Spiritum, Raw Mana, Astral Materia, or Dark Matter, whatever you call it, it was learned that you can indeed make constructs from the eerie extra-dimensional material, and so the Astral Constructs were created.  This was a much, much more successful endeavor!
Ectoplasm, Soulstuff, Spiritum, Raw Mana, Astral Materia, or Dark Matter, whatever you call it, it was learned that you can indeed make constructs from the eerie extradimensional material, and so the Astral Constructs were created.  This was a much, much more successful endeavor!


Astral Constructs are unobtrusive when dormant, incredibly hard to damage in combat, and best of all, since they are made of the same extraplanar material as the very worst of the sneaky, subtle threats out there, they are fully effective against such things as phantoms, shadows, ghosts, fog monsters, and the like.  Yes, astral constructs are fairly difficult to build, and so there is plenty of room for good solid Golems and Animated Objects in any Wizard's home-defense plan, but at the same time, no self-respecting Wizard will neglect to have at least a few Astral Constructs around the Tower, just to handle the shadowy and peculiar threats that come from arcane explorations of the Deep Dark.  Not to mention that Astral Constructs can be built in forms that are down-right decorative, for a very reasonable fee.
Astral Constructs are unobtrusive when dormant, incredibly hard to damage in combat, and best of all, since they are made of the same extraplanar material as the very worst of the sneaky, subtle threats out there, they are fully effective against such things as phantoms, shadows, ghosts, fog monsters, and the like.  Yes, astral constructs are fairly difficult to build, and so there is plenty of room for good solid Golems and Animated Objects in any Wizard's home-defense plan, but at the same time, no self-respecting Wizard will neglect to have at least a few Astral Constructs around the Tower, just to handle the shadowy and peculiar threats that come from arcane explorations of the Deep Dark.  Not to mention that Astral Constructs can be built in forms that are down-right decorative, for a very reasonable fee.


Flashing Astral Constructs are much like lesser variations of the devices, but since they are more difficult to make, they are commensurately more effective.  With large light-based area of effects, the Flashing Construct is a sure bet for any landlord seeking to stave off extra-dimensional pests.   
Flashing Astral Constructs are much like lesser variations of the devices, but since they are more difficult to make, they are commensurately more effective.  With large light-based area of effects, the Flashing Construct is a sure bet for any landlord seeking to stave off extradimensional pests. 
 
  }}</onlyinclude>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Construct
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank-->
  }}</onlyinclude>
 
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>
 
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
 
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
 
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
 
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| +2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
 
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue|
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeInit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


=== GENERAL ===
  <!-- SENSES -->
'''CR''' 16  '''Hit Dice''' 24
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =  
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Smell =  
| Sense-Has-Low-Light-Vision =  


'''XP''' 76,800
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range = 120
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =


N, Medium, Construct
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =


'''Init''' +7; '''Senses''' [[Standard Blindsense]] 60 ft, Perception +25


| NudgePerception =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


=== DEFENSE ===
| NudgeAC = -1
'''AC''' 39, '''touch''' 28, '''flat-footed''' 33 (+10 armor, +6 dex, +6 natural, +7 deflection)
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''hp''' 374
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Fort''' +15, '''Ref''' +15, '''Will''' +19
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Aura:''' -
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''SR:''' -


'''Special Defenses:''' None, but see Flashing Highlights Gaze Attack
<!--  SAVING THROWS  -->


'''Immunities:'''
| Fort =
| Refl =
| Will = S
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
 
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| SpecialDefenses =
  <!-- Put any DR or ER values here -->
 
| StrongAgainst = Immune to {{dmg|Positive}} and {{dmg|Negative}} energy
:* Immune to Fear
:* Immune to Fear
:* Immune to Positive and Negative energy
:* Immune to damage caused by any spell or ability with the Light descriptor
:* Immune to damage caused by a spell or ability with the Light descriptor
  <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
 
| WeakAgainst = Cannot heal damage on its own, but can be repaired via Make Whole, Greater Make Whole, [[Field Repair]], or a workshop and the [[Creator]] feat.
  <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed = 50
| Move-Type-Lesser-Flight-Speed = 50
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 
 
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
 
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Astral Saber
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| Pri-Atk-Dmg-Type = slashing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes = '''plus:''' [[Ghost Touch (Melee Weapon Magic Property) | Ghost Touch]]
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| Sec-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| SecAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Sec-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| TerAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Ter-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| QuaAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Qua-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Razing Flash
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack = Y
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 100
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =  10
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Ranged-Atk-Dmg-Type = Light
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Ranged-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable = Y
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName = Razing Flash
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes = only damages structures and unattended objects
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement = 100
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements = 10
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 20
| Dex = 22
| Con = 0
| Int = 8
| Wis = 20
| Cha = 20
 
 
<!--  FEATS  -->
 
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Sense Motive
| Skill2 = Diplomacy
| Skill3 = Knowledge (Local)
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Common, possibly others depending upon builder
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 


'''Weaknesses:''' Cannot heal damage on its own, but can be repaired via Make Whole, Greater Make Whole, [[Field Repair]], or a workshop and the [[Creator]] feat.




=== OFFENSE ===
<!--  SPECIAL ABILITY 1  -->
'''Speed''' 30 ft., [[Types_of_Movement#Hover|Hover]] 50 ft, [[Types_of_Movement#Lesser_Flight|Lesser Flight]] 30 ft


'''Space / Reach:'''  5 ft. / 5 ft.
| Ability-1-Name = Flashing Highlights


'''Single Melee''' Astral Saber +26 (3d8+10/19-20x2), Ghost Touch property
| Ability-1-Type = Su, [[Glossary_of_Terms#Gaze|Gaze]]
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


'''Full Melee''' 2x Astral Saber +26 (3d8+10/19-20x2), Ghost Touch property
| Ability-1-Action-Required = Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


'''Ranged''' Flash of Light +27 (3d8+10/x2); Range Increment 100, max range 1000, Special energy damage: Light
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


'''Full Ranged''' 3x Flash of Light +27 (3d8+10/x2); Range Increment 100, max range 1000, Special energy damage: Light
| Ability-1-Description = As a swift action, a Flashing Astral Construct may activate an ectoplasmic sheen to their surface that reflects ambient light into punishing, darting, highlights.  Any creature within 50 feet that looks at a Flashing Astral Construct with their gaze attack active must make a Reflex Saving Throw at the beginning of their turns, versus a DC of {{Save-DC}} or be [[Blind]]ed to all vision permanently.  If the save is made, the creature is still [[Dazzled]] until the beginning of their next turn.  Both effects may be avoided by averting your gaze or not looking at the Construct, but any attacks made against the Flashing Astral Construct miss on a Natural Roll of 12 or less on the die ([[Combat#Total_Concealment | Total Concealment]] (see [[Glossary_of_Terms#Gaze|Gaze attack]] rules) unless you have some non-vision sense that allows combat targeting.


'''Special Attacks''' Flashing Highlights Gaze Attack, Searing Flash Blast
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


'''Action Points''' 0
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


=== STATISTICS ===
{{Malady
'''Str''' 20, '''Dex''' 22, '''Con''' -, '''Int''' 8, '''Wis''' 20, '''Cha''' 20
| Name =
| Intensity =  
| Save-Type =  
| Save-Mod =  
| Frequency =  
| Effect =  
| Fruition =  
| F-Duration =
}}


'''Base Atk''' +16; '''CMB''' +26; '''CMD''' 34
-->
<!--  SPECIAL ABILITY 2  -->


'''Feats''' -
| Ability-2-Name = Searing Flash


'''Skills''' Sense Motive +27, Diplomacy +27, Knowledge (Local), +27
| Ability-2-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Languages''' Common
| Ability-2-Action-Required = Standard Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration = W
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


=== SPECIAL ABILITIES ===
| Ability-2-Description = Once per encounter as a standard action, a Flashing Astral Construct may emit a burst of pure Light, so bright that shocked survivors tell of being able to see the skeletons of their friends right through their armorThe Searing Flash is incredibly bright, but lasts so briefly it might be easy to think you'd imagined it, except for the shattered ruin it leaves behindSearing Flash affects a 35-foot diameter area (7 x 7 squares), within 30 feet of the Flashing Astral Construct.  All creatures caught in the area of effect suffer {{Special-Standard-Dmg}} points of {{dmg|Light}} damage, but may make a Reflex save, DC {{Save-DC}}, to take only half damage.
; Flashing Highlights (Su; Gaze Attack)
Any creature that looks at a Flashing Astral Construct must make a Reflex Saving Throw at the beginning of their round against a DC of 24 or be Blinded permanentlyIf the save is made, the creature is still [[Dazzled]] until the beginning of their next roundBoth effects may be avoided by averting your gaze, but any attacks made against the Flashing Astral Construct are at a fifty percent miss chance unless you have some non-vision sense that allows combat targeting.


Searing Flash also inflicts one point of durability damage on all unattended objects of size Fine and smaller in its area of effect regardless of their material, and inflicts one point of durability damage on unattended objects smaller than size Medium if they are made of 'soft' material such as cloth, wood, fur, leather, and the like.  Size Small and larger objects made of stone or metal, or reinforced with stone or metal, are immune to this [[Sunder]] effect.  All objects size Medium or larger are immune to this Sunder effect.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


; Searing Flash (Sp)
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
* Concentration : d20 + 19 with a DC of 31 (12 needed on the die)
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
Once per encounter, as a standard action, a Flashing Astral Construct may emit a burst of pure Light, so bright that shocked survivors tell of being able to see the skeletons of their friends right through their armor.  The Searing Flash is incredibly bright, but lasts so briefly it might be easy to think you'd imagined it, except for the shattered ruin it leaves behind.  Searing Flash affects a 7 x 7 area, and has a range of 30 feet.  All creatures caught in the area of effect suffer 8d6+1 points of Light damage, but may make a Reflex save, DC 24, to take only half damage.  Searing Flash also inflicts one automatic Sunder success on all unattended objects of size Fine and smaller in its area of effect regardless of their material, and inflicts one automatic Sunder on unattended objects smaller than size Medium if they are made of 'soft' material such as cloth, wood, fur, leather, and the like.  Size Small and larger objects made of stone or metal are immune to this Sunder effect.  All objects size Medium or larger are immune to this Sunder effect.
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


=== TREASURE ===
{{Malady
sell value of approximately 23,750 gp
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =  
| Frequency =  
| Effect =  
| Fruition =  
| F-Duration =  
}}


-->
<!--  SPECIAL ABILITY 3  -->


=== COMBAT TACTICS ===
| Ability-3-Name =  
Despite being Constructs, Flashing Astral Constructs are NOT mindless.  Their intelligence and sentience is not of a high order, and they are perfectly obedient to their creator or owner, but they definitely have minds and personality and often even foibles and quirks that leaves no doubt that they have minds of their own.  That being said, in combat, they are completely without scruples, feelings, fear, or mercy.


Flashing Astral Constructs are powerful ranged attackers, and they know it.  When combat begins against foes of a mundane sort, they will immediately activate their Flashing Highlights aura and go airborne, moving as far away as they can and maintain line of sight and line of effect with their Flash of Light attacks.  They will then fire Flashes of Light at spellcasters and powerful ranged attackers.
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
 
| Role-Only--Replace-Rez-Power--Name =
 
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Rez-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
 
| Role-Only--Add-Killer-Power--Name =
 
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Killer-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
 
| Role-Only--Replace-Leader-Power--Name =
 
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Leader-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
 
| Role-Only--Replace-Legend-Power--Name =
 
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Legend-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
 
| Role-Only--Replace-Minion-Power--Name =
 
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Minion-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
 
| Role-Only--Replace-Shooter-Power--Name =
 
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Shooter-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
 
| Role-Only--Add-Skirmisher-Power--Name =
 
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Skirmisher-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
 
| Role-Only--Replace-Sneak-Power--Name =
 
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Sneak-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
 
| Role-Only--Replace-Swarm-Power--Name =
 
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
 
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Swarm-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Despite being Constructs, Flashing Astral Constructs are NOT mindless.  Their intelligence and sentience is not of a high order, and they are perfectly obedient to their creator or owner, but they definitely have minds and personality and often even foibles and quirks that leave no doubt that they have minds of their own.  That being said, in combat, they are completely without scruples, feelings, fear, or mercy.
 
Flashing Astral Constructs are powerful ranged attackers, and they know it.  When combat begins against foes of a mundane sort, they will immediately activate their Flashing Highlights gaze attack and either Hover up walls and cliffs, or go airborne, moving out of melee range while maintaining line of sight and line of effect with their Razing Flash attacks.  They will then fire Razing Flashes at spellcasters and powerful ranged attackers.
 
If property damage is not a concern, they can use their Razing Flash power to slowly but steadily carve smoking holes through doors, walls, ceilings, etc.  They will attack without fear or regard to human decency, and a group of Flashing Astral Constructs defending their Maker or Owner will often leave a smoking ruin behind as they burn straight through walls and buildings to get their charge out of harms way.  If ordered on the offensive, it is not uncommon for them to burn right through a roof unannounced and attack their targets by ambush.


If they are forced into melee, they will manifest their Astral Sabers, smoking blades of eerie ectoplasm, and attack fearlessly.
If they are forced into melee, they will manifest their Astral Sabers, smoking blades of eerie ectoplasm, and attack fearlessly.


If they are fighting creatures with the ability to go Incorporeal, they will instead plunge into melee as fast as possible, to get their Astral Sabers working against such foes.
If they are fighting creatures with the ability to go Incorporeal, they will plunge into melee as fast as possible, to get their Astral Sabers and Flashing Highlights gaze attack working against such foes.


They will often withhold their deadly Searing Flash.  If they are fighting inside the home or property of their Maker or owner, they will seek to avoid the collateral damage the power leaves behind, and will instead try to use their very long-range attacks to wear down a foe.  If one of them is destroyed at range, or the fight is otherwise going poorly, they will break out the Searing Flash in the second or third round of combat, in an attempt to 'turn things around.'  Since they are immune to their own Light damage, they will use their attacks with wild abandon.  Alternatively, if they are fighting in a ruin, or wilderness, or anyplace else where they are not worried about the property damage, they will frequently begin a battle with a smashing series of Searing Flashes, seeking to burn their foes to the ground before the fight even gets properly underway.  Opponents who have been assaulted with this brutal alpha strike and survived are rare indeed!   
They will often withhold their deadly Searing Flash.  If they are fighting inside the home or property of their Maker or owner, they will seek to avoid the collateral damage the power leaves behind, and will instead try to use their very long-range attacks to wear down a foe.  If one of them is destroyed at range, or the fight is otherwise going poorly, they will break out the Searing Flash in the second or third round of combat, in an attempt to 'turn things around.'  Since they are immune to their own Light damage, they will use their attacks with wild abandon.  Alternatively, if they are fighting in a ruin, or wilderness, or anyplace else where they are not worried about the property damage, they will frequently begin a battle with a smashing series of Searing Flashes, seeking to burn their foes to the ground before the fight even gets properly underway.  Opponents who have been assaulted with this brutal alpha strike and survived are rare indeed!   
Line 111: Line 1,400:




===OUT OF COMBAT===
 
Astral Constructs have minds, and are designed to be used in the homes of the powerful and worthy. They are made of ectoplasm, and their appearance can vary widely and can be formed into almost any shape or appearance.  They often appear as urns, vases, cabinets, and the like, so they are as unobtrusive as possible.  Equally popular is to find them shaped into the form of servants, such as butlers and footmen, and they frequently have skills and abilities of considerable use around the household. Less common but still popular is to find them in the form of attractive and decorative creatures, such as dancers, house-slaves, concubines, or exotic pets like cheetahs and the like.  The personalities they are created with vary, of course, but they are frequently made to be quite droll and reserved, especially the ones meant to be used as servants.
<!--  OUT OF COMBAT   -->
 
| OutOfCombat = Astral Constructs have minds, and are designed to be used in the homes of the powerful and worthy. They are made of ectoplasm, and their appearance can vary widely and can be formed into almost any shape or appearance.  They often appear as urns, vases, cabinets, and the like, so they are as unobtrusive as possible.  Equally popular is to find them shaped into the form of servants, such as butlers and footmen, and they frequently have skills and abilities of considerable use around the household. Less common but still popular is to find them in the form of attractive and decorative creatures, such as dancers, house-slaves, concubines, or exotic pets like cheetahs and the like.  The personalities they are created with vary, of course, but they are frequently made to be quite droll and reserved, especially the ones meant to be used as servants.


In short, the players can never know if that lovely dancer who is decorating the arm of their evil target is simply a lovely victim to be rescued...or a deadly and efficient killing engine.
In short, the players can never know if that lovely dancer who is decorating the arm of their evil target is simply a lovely victim to be rescued...or a deadly and efficient killing engine.


An interesting case arises when an Astral Construct has survived it's owner or Maker. Usually, ownership is transferred to an heir, but occasionally, an Astral Construct will find it's Maker and owner both dead and with no heir in sight.  Such Astral Constructs can seek service, and often do, but occasionally will strike out on their own.  Such free Astral Constructs can almost always be detected by the fact that they will have a wand of Make Whole or Greater Make Whole on their person or in their belongings.  They have no Use Magic Device skill, but their high Charisma will usually let them get a wand to work in an hour or so of tinkering, and for an Astral Construct, that is effectively a wand of Heals.
An interesting case arises when an Astral Construct has outlived its owner or Maker. Usually, ownership is transferred to an heir, but occasionally, an Astral Construct will find its owner dead and with no heir in sight.  Such Astral Constructs can seek service, and often do, but occasionally will strike out on their own.  Such free Astral Constructs can almost always be detected by the fact that they will have a Rod of Repairs or even more potent device on their person or in their belongings.  For an Astral Construct, such devices are effectively a source of Heals, and can improve their lifespan tremendously.
 
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes = The material used to make a Flashing Construct is very valuable, and a good amount can be salvaged from the wreckage of any defeated ones.
 
| XPNotes =
 
 
}}

Latest revision as of 09:51, 3 May 2022

Flashing Astral Construct (CR 16)

Neutral - Medium - Construct
Lore: Know (Arcana)
34 47
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
37 +27
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
38
Man Def
Shield Icon 3.png
39
Monster Health
475 237 31
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +13
Refl: +13
Will: +18

Strong Against:

  • Immune to Fear
  • Immune to damage caused by any spell or ability with the Light descriptor

Weak Against:

  • Cannot heal damage on its own, but can be repaired via Make Whole, Greater Make Whole, Field Repair, or a workshop and the Creator feat.

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+24
Sword Icon 3.png
Man Off
+27
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • 1x Razing Flash +24 (3d8+18/19-20 x2)
    as Light (energy, uncommon)
    (Increment: 100 ft.; Max Range: 1000 ft.)

Full Attack (Ranged):

  • 3x Razing Flash +24 (3d8+18/19-20 x2)
    as Light (energy, uncommon)
    (Increment: 100 ft.; Max Range: 1000 ft.)

Siege Damage:

  • 1x Razing Flash +27 (1d6+2)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    only damages structures and unattended objects

Statistics

20
STR
22
DEX
CON
8
INT
20
WIS
20
CHA

Skills:

Languages: Common, possibly others depending upon builder

Feats:

Special Abilities

Flashing Highlights (Su, Gaze) Swift Action

As a swift action, a Flashing Astral Construct may activate an ectoplasmic sheen to their surface that reflects ambient light into punishing, darting, highlights. Any creature within 50 feet that looks at a Flashing Astral Construct with their gaze attack active must make a Reflex Saving Throw at the beginning of their turns, versus a DC of 27 or be Blinded to all vision permanently. If the save is made, the creature is still Dazzled until the beginning of their next turn. Both effects may be avoided by averting your gaze or not looking at the Construct, but any attacks made against the Flashing Astral Construct miss on a Natural Roll of 12 or less on the die ( Total Concealment (see Gaze attack rules) unless you have some non-vision sense that allows combat targeting.

Searing Flash (Sp) Standard Action 1/Enc
  • Concentration: 1d20 + 19 vs. a DC of 31 (12 needed on the die)

Once per encounter as a standard action, a Flashing Astral Construct may emit a burst of pure Light, so bright that shocked survivors tell of being able to see the skeletons of their friends right through their armor. The Searing Flash is incredibly bright, but lasts so briefly it might be easy to think you'd imagined it, except for the shattered ruin it leaves behind. Searing Flash affects a 35-foot diameter area (7 x 7 squares), within 30 feet of the Flashing Astral Construct. All creatures caught in the area of effect suffer 3d8+18 points of Light (energy, uncommon) damage, but may make a Reflex save, DC 27, to take only half damage.

Searing Flash also inflicts one point of durability damage on all unattended objects of size Fine and smaller in its area of effect regardless of their material, and inflicts one point of durability damage on unattended objects smaller than size Medium if they are made of 'soft' material such as cloth, wood, fur, leather, and the like. Size Small and larger objects made of stone or metal, or reinforced with stone or metal, are immune to this Sunder effect. All objects size Medium or larger are immune to this Sunder effect.

Flashing Astral Construct

Flashing Astral Construct

Astral Constructs are a more sophisticated type of created magical device than a Golem. Golems are enormously powerful and extremely dangerous, but over the long centuries, the creators of Golems had noticed one great lack of all Golems, no matter how sophisticated: Golems are not subtle.

Golems are massive engines of destruction, plain and simple, and while that can be very comforting when an insane Dragon is howling for your blood, let's be honest, there are many threats that Golems are practically useless to handle. As a first effort to handle this perceived lack in the design of Golems, Animated Objects were conceived and constructed in great numbers. Animated Objects are very popular, even to this day. Animated Objects are much less obtrusive than Golems, so they can be placed around the house and grounds and will draw much less attention, but once the combat begins, Animated Objects were, again, found to be a bit less than stellar at dealing with threats that were similarly subtle and unobtrusive.

Once again, the Creators and Makers, the Tinkers and Thinkers and Masterminds, went back to the drawing board, and on the third attempt, ages ago, they finally harnessed the actual material of the Ether itself, or, Ectoplasm.

Ectoplasm, Soulstuff, Spiritum, Raw Mana, Astral Materia, or Dark Matter, whatever you call it, it was learned that you can indeed make constructs from the eerie extradimensional material, and so the Astral Constructs were created. This was a much, much more successful endeavor!

Astral Constructs are unobtrusive when dormant, incredibly hard to damage in combat, and best of all, since they are made of the same extraplanar material as the very worst of the sneaky, subtle threats out there, they are fully effective against such things as phantoms, shadows, ghosts, fog monsters, and the like. Yes, astral constructs are fairly difficult to build, and so there is plenty of room for good solid Golems and Animated Objects in any Wizard's home-defense plan, but at the same time, no self-respecting Wizard will neglect to have at least a few Astral Constructs around the Tower, just to handle the shadowy and peculiar threats that come from arcane explorations of the Deep Dark. Not to mention that Astral Constructs can be built in forms that are down-right decorative, for a very reasonable fee.

Flashing Astral Constructs are much like lesser variations of the devices, but since they are more difficult to make, they are commensurately more effective. With large light-based area of effects, the Flashing Construct is a sure bet for any landlord seeking to stave off extradimensional pests.

Combat Tactics

Despite being Constructs, Flashing Astral Constructs are NOT mindless. Their intelligence and sentience is not of a high order, and they are perfectly obedient to their creator or owner, but they definitely have minds and personality and often even foibles and quirks that leave no doubt that they have minds of their own. That being said, in combat, they are completely without scruples, feelings, fear, or mercy.

Flashing Astral Constructs are powerful ranged attackers, and they know it. When combat begins against foes of a mundane sort, they will immediately activate their Flashing Highlights gaze attack and either Hover up walls and cliffs, or go airborne, moving out of melee range while maintaining line of sight and line of effect with their Razing Flash attacks. They will then fire Razing Flashes at spellcasters and powerful ranged attackers.

If property damage is not a concern, they can use their Razing Flash power to slowly but steadily carve smoking holes through doors, walls, ceilings, etc. They will attack without fear or regard to human decency, and a group of Flashing Astral Constructs defending their Maker or Owner will often leave a smoking ruin behind as they burn straight through walls and buildings to get their charge out of harms way. If ordered on the offensive, it is not uncommon for them to burn right through a roof unannounced and attack their targets by ambush.

If they are forced into melee, they will manifest their Astral Sabers, smoking blades of eerie ectoplasm, and attack fearlessly.

If they are fighting creatures with the ability to go Incorporeal, they will plunge into melee as fast as possible, to get their Astral Sabers and Flashing Highlights gaze attack working against such foes.

They will often withhold their deadly Searing Flash. If they are fighting inside the home or property of their Maker or owner, they will seek to avoid the collateral damage the power leaves behind, and will instead try to use their very long-range attacks to wear down a foe. If one of them is destroyed at range, or the fight is otherwise going poorly, they will break out the Searing Flash in the second or third round of combat, in an attempt to 'turn things around.' Since they are immune to their own Light damage, they will use their attacks with wild abandon. Alternatively, if they are fighting in a ruin, or wilderness, or anyplace else where they are not worried about the property damage, they will frequently begin a battle with a smashing series of Searing Flashes, seeking to burn their foes to the ground before the fight even gets properly underway. Opponents who have been assaulted with this brutal alpha strike and survived are rare indeed!

As a note: Their Searing Flash is a spell-like ability, and they are not good casters, and they know it. If they are forced to cast while engaged, they will attempt to take a five-foot step out of melee and trigger it if at all possible. Wise combatants will seek to bottle them up or knock them prone, although their ability to hover can make the prone approach difficult.

Out of Combat

Astral Constructs have minds, and are designed to be used in the homes of the powerful and worthy. They are made of ectoplasm, and their appearance can vary widely and can be formed into almost any shape or appearance. They often appear as urns, vases, cabinets, and the like, so they are as unobtrusive as possible. Equally popular is to find them shaped into the form of servants, such as butlers and footmen, and they frequently have skills and abilities of considerable use around the household. Less common but still popular is to find them in the form of attractive and decorative creatures, such as dancers, house-slaves, concubines, or exotic pets like cheetahs and the like. The personalities they are created with vary, of course, but they are frequently made to be quite droll and reserved, especially the ones meant to be used as servants.

In short, the players can never know if that lovely dancer who is decorating the arm of their evil target is simply a lovely victim to be rescued...or a deadly and efficient killing engine.

An interesting case arises when an Astral Construct has outlived its owner or Maker. Usually, ownership is transferred to an heir, but occasionally, an Astral Construct will find its owner dead and with no heir in sight. Such Astral Constructs can seek service, and often do, but occasionally will strike out on their own. Such free Astral Constructs can almost always be detected by the fact that they will have a Rod of Repairs or even more potent device on their person or in their belongings. For an Astral Construct, such devices are effectively a source of Heals, and can improve their lifespan tremendously.

Rewards

XP: 76,800

Treasure: Sellable Goods worth 43,125 gp.

Weight: 160 lbs.     Volume: 6.4 cu. ft.
  • The material used to make a Flashing Construct is very valuable, and a good amount can be salvaged from the wreckage of any defeated ones.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)