Icarus
A unique guardian construct, formerly owned by Johann Grimm, Albrecht’s great-great-uncle. Upon Johann’s death, Albrecht inherited the construct along with the rest of his uncle's possessions.
General Information
Johann’s personal notes speak of Icarus and its origins.
As the engraving on the amulet of command suggests, Icarus was a gift from none other than Archmage Vladislav Chernovsky?. Chernovsky, then not yet a lich, built the golem for Johann in exchange for a favor: one hour with the Eye of Colothys. The notes don't specify, but you gather that this exchange took place after Ragnarok. It was Chernovsky who sought Johann out, and they never had any dealings after that.
The notes mention in passing that Chernovsky’s plan for Icarus included an ability to transfer the owner’s consciousness, magic jar-like, into the construct; but that was scrapped at the last minute due to some vaguely described (but probably catastrophic) potential mishap. Or perhaps the ability is there, but should not be used? You can’t tell. If Johann ever investigated the matter, it is mentioned elsewhere in this mountain of records.
Amulet of Command
The amulet of command is a simple steel chain with a small, also steel, medallion. On one side is inscribed a stylized golem; on the other, in small lettering, “to Johann Grimm, from V. C.”
The construct can have just one designated owner, and it is not simply whoever holds the amulet of command. The amulet merely allows the owner to exercise control; the identity of said owner is strictly determined at creation, and can be transferred posthumously if the existing owner performs a special ritual in preparation (ritual described in Johann's notes about Icarus). If someone else attempts to use the amulet to issue commands, Icarus attacks the impostor mercilessly. Not a wise course of action.
Combat Statistics
Icarus
N Large construct
Init +1; Senses Listen +0, Spot +0
Defense
AC 28, touch 10, flat-footed 27 (–1 size, +1 Dex, +18 natural)
DR 10/adamantine
hp 172 (15d10+90); fast healing 10
Fort +5, Ref +6, Will +5
Defensive Abilities energy resistance
Immune construct traits
Offense
Speed 30 ft.
Melee 2 slams +22 (2d8+10 plus stun)
Grapple +23
Space 10 ft.; Reach 10 ft.
Special Attacks force blast, force burst, runic spells, stunning strike
Statistics
Str 24, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +15
Special Qualities guard, magic jar, shield master
Special Abilities
- Force Blast (Su)
- Single-target, 120 feet, 5d6 force damage, twice as a standard action, Reflex DC 21 or fall prone.
- Force Burst (Su)
- AoE, 30 feet, 5d6 force damage, standard action, Reflex DC 21 or fall prone.
- Runic Spells (Sp)
- Holds up to six spells within the runes covering body (head: L1, two arms: L2 each, two legs: L3 each, torso: L5; or, whole body: L7). Each spell usable once per day as SLA, and is discharged. Master (or ally) can then cast a spell into the runes again.
- Stunning Strike (Ex)
- Any creature struck by Icarus must make Fort save (DC 24) or be stunned for 1 round.
- Energy Resistance
- Icarus takes energy damage as an object (with a hardness of 10). Halve fire and electricity damage, and divide cold damage by 4, before applying hardness.
- Guard (Ex)
- When within reach of master, blocks blows, granting a +4 shield bonus to AC.
- Shield Master (Sp)
- Functions as shield other (damage transfer only; no defensive bonuses) for owner of the amulet of command. Usable at will.
- Magic Jar (Ex)
- The owner of the amulet of command can transfer his soul into Icarus, similar to the magic jar spell.