"Attention, Flesh-beings! The time is now Sun-High-point-five, towards dark, 180 Units Past. Curfew in 30 Units. You are welcome."
Disagreements between the tribes are sometimes settled with Megamothoid battles, and during war they are almost always used.
I have never been happy with the way that magical constructs were presented in games. Admittedly, a large statue stomping the surrounding countryside is an impressive image. But the logic (or lack thereof) involved has always bothered me.
“They just keep coming. You cut one down, two more are right behind it. We can’t win, they just keep coming…”
- Unnamed soldier, overheard at the battle of Caele Aran
“Why should we send our young men off to die when we can manufacture the War Walkers for the same purpose?”
- War-Theurge Ceylon of the Fourth Dynasty Army
I would have never had thought one could come to like a rattling pile of walking bones, but Tohm simply grew on me. Watching him play checkers with Formuro was always amusing - whenever he took one of Formuro’s pieces he would rattle his jaw in joy.. From the diary of Professor Ethric, faculty of Divination.
Rather than making a baddy impossible to hit, consider giving it mega-hit points.
Super hard to hit leads to great player frustration. Allowing them to do damage leads to a sense of accomplishment. another variation of this would be to give the bad guy a forcefield that shows damage.You could also give them a mastermind ability that sluffs the damage of to minions who should be easy to kill.Once in a while a super high to hit encounter is ok ,but it should be few and far between.
Your mileage may vary