Clockwork Horror/pf: Difference between revisions
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All clockwork horrors share the following traits: | |||
'''Linked Mind (Ex)''' All clockwork horrors within 10 miles of a gold, platinum, or adamantine horror are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No clockwork horror in such a group is considered flanked, unless they all are. | |||
'''Spell Vulnerability (Ex)''' A clockwork horror is susceptible to the ''shatter'' spell, which blinds it for 1d4+1 rounds. | |||
== Copper Horror == | == Copper Horror == | ||
{{stat PF| | {{stat PF| | ||
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stype = | | stype = | | ||
init = 1 | | init = 1 | | ||
sense = darkvision 60 ft., Perception +6 | | sense = darkvision 60 ft., low-light vision, Perception +6 | | ||
lang = Clockwork Horror, mindlink (10 miles) | | lang = Clockwork Horror, mindlink (10 miles) | | ||
aura = | | aura = | | ||
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bab = 2 | | bab = 2 | | ||
sla = 1/day—''shocking grasp'' | | sla = 1/day—''shocking grasp'' | | ||
cl = | cl = 2 | | ||
str = 10 | | str = 10 | | ||
dex = 13 | | dex = 13 | | ||
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tres = 50% coins, 50% goods (gems only) | | tres = 50% coins, 50% goods (gems only) | | ||
}} | }} | ||
'''''Shocking Grasp'' (Sp)''' Once per day, a copper horror can generate a ''shocking grasp'' effect, allowing it to deal 2d6 points of electricity damage with a successful melee touch attack. | '''''Shocking Grasp'' (Sp):''' Once per day, a copper horror can generate a ''shocking grasp'' effect, allowing it to deal 2d6 points of electricity damage with a successful melee touch attack. | ||
== Electrum Horror == | |||
{{stat PF| | |||
nameor = Electrum Horror | | |||
cr = 3 | | |||
al = Always LE | | |||
sz = s | | |||
type = cns | | |||
stype = | | |||
init = 2 | | |||
sense = darkvision 60 ft., low-light vision, Perception +2 | | |||
lang = Clockwork Horror, mindlink (10 miles) | | |||
aura = | | |||
ac = 19 | | |||
touchac = 12 | | |||
flatac = 18 | | |||
acsource = +1 size, +1 Dex, +7 natural | | |||
hd = 4 | | |||
hpbon = | | |||
imm = electricity | | |||
weak = ''shatter'' | | |||
sr = 17 | | |||
f = 1 | | |||
r = 2 | | |||
w = 3 | | |||
spd = 30 ft. | | |||
melee1 = razor saw +5 (1d8+1) | | |||
range1 = pressure dart +5 (2d4+1) | | |||
space = | | |||
reach = | | |||
bab = 4 | | |||
str = 12 | | |||
dex = 13 | | |||
int = 5 | | |||
wis = 14 | | |||
cha = 5 | | |||
sq = construct traits, linked mind, spell vulnerability | | |||
feats = Point Blank Shot, Precise Shot | | |||
skills = Climb +8 | | |||
env = Any land and underground | | |||
org = Pair of component (3-8) | | |||
tres = 50% coins, 50% goods (gems only) | | |||
specab = 0 | | |||
}} | |||
''' | == Gold Horror == | ||
{{stat PF| | |||
nameor = Gold Horror | | |||
cr = 5 | | |||
al = Always LE | | |||
sz = s | | |||
type = cns | | |||
stype = | | |||
init = 2 | | |||
sense = darkvision 60 ft., low-light vision, Perception +3 | | |||
lang = Clockwork Horror, mindlink (10 miles) | | |||
aura = | | |||
ac = 22 | | |||
touchac = 13 | | |||
flatac = 20 | | |||
acsource = +1 size, +2 Dex, +9 natural | | |||
hd = 7 | | |||
hpbon = | | |||
imm = electricity | | |||
weak = ''shatter'' | | |||
sr = 18 | | |||
f = 2 | | |||
r = 4 | | |||
w = 5 | | |||
spd = 30 ft. | | |||
melee1 = razor saw +8 (1d10+3) | | |||
space = | | |||
reach = | | |||
bab = 7 | | |||
sla = 1/2 rds—''lightning bolt'' | | |||
cl = 6 | | |||
str = 14 | | |||
dex = 15 | | |||
int = 9 | | |||
wis = 16 | | |||
cha = 11 | | |||
sq = construct traits, linked mind, spell vulnerability | | |||
feats = Cleave, Greater Sunder, Improved Sunder, Power Attack | | |||
skills = Climb +12 | | |||
env = Any land and underground | | |||
org = Module (1-2 plus 3-12 electrum horrors) | | |||
tres = 50% coins, 50% goods (gems only) | | |||
}} | |||
'''''Lightning Bolt'' (Sp):''' Once every 2 rounds, the monster can generate a ''lightning bolt'' 5 feet wide and 40 feet long that deals 6d6 points of damage. A successful Reflex save (DC 13) halves the damage. | |||
== Reference == | == Reference == | ||
* {{cite|title=Dragon #350|pagenum=pg. 62}} | * {{cite|title=Dragon #350 - The Ecology of the Clockwork Horror|pagenum=pg. 62}} | ||
* {{cite|title=Monster Manual II|pagenum=pp. 47-49}} |
Latest revision as of 16:41, 16 December 2010
All clockwork horrors share the following traits:
Linked Mind (Ex) All clockwork horrors within 10 miles of a gold, platinum, or adamantine horror are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No clockwork horror in such a group is considered flanked, unless they all are.
Spell Vulnerability (Ex) A clockwork horror is susceptible to the shatter spell, which blinds it for 1d4+1 rounds.
Copper Horror
Copper Horror
CR 1 (400 XP)
Always LE Small construct
Init +1; Senses darkvision 60 ft., low-light vision, Perception +6
Defense AC 17, touch 12, flat-footed 16 (+1 size, +1 Dex, +5 natural)
hp 24 (2d10+13)
Fort +0, Ref +1, Will +1
Immune electricity SR 12 Weaknesses shatter Offense Speed 40 ft. Melee razor saw +2 (1d6)
Spell-Like Abilities (CL 2nd; concentration -1): 1/day—shocking grasp Statistics Str 10, Dex 13, Con —, Int 4, Wis 12, Cha 4 Feats Toughness
Skills Perception +6
Skill Points 2 Languages Clockwork Horror, mindlink (10 miles) SQ construct traits, linked mind, spell vulnerability Ecology
Environment Any land and underground
Organization Component (3-8)
Treasure 50% coins, 50% goods (gems only)
Special Abilities |
Shocking Grasp (Sp): Once per day, a copper horror can generate a shocking grasp effect, allowing it to deal 2d6 points of electricity damage with a successful melee touch attack.
Electrum Horror
Electrum Horror
CR 3 (800 XP)
Always LE Small construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception +2
Defense AC 19, touch 12, flat-footed 18 (+1 size, +1 Dex, +7 natural)
hp 32 (4d10+10)
Fort +1, Ref +2, Will +3
Immune electricity SR 17 Weaknesses shatter Offense Speed 30 ft. Melee razor saw +5 (1d8+1) Ranged pressure dart +5 (2d4+1)
Statistics Str 12, Dex 13, Con —, Int 5, Wis 14, Cha 5 Feats Point Blank Shot, Precise Shot
Skills Climb +8
Skill Points 4 Languages Clockwork Horror, mindlink (10 miles) SQ construct traits, linked mind, spell vulnerability Ecology
Environment Any land and underground
Organization Pair of component (3-8)
Treasure 50% coins, 50% goods (gems only)
|
Gold Horror
Gold Horror
CR 5 (1600 XP)
Always LE Small construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception +3
Defense AC 22, touch 13, flat-footed 20 (+1 size, +2 Dex, +9 natural)
hp 48 (7d10+10)
Fort +2, Ref +4, Will +5
Immune electricity SR 18 Weaknesses shatter Offense Speed 30 ft. Melee razor saw +8 (1d10+3)
Spell-Like Abilities (CL 6th; concentration +6): 1/2 rds—lightning bolt Statistics Str 14, Dex 15, Con —, Int 9, Wis 16, Cha 11 Feats Cleave, Greater Sunder, Improved Sunder, Power Attack
Skills Climb +12
Skill Points 7 Languages Clockwork Horror, mindlink (10 miles) SQ construct traits, linked mind, spell vulnerability Ecology
Environment Any land and underground
Organization Module (1-2 plus 3-12 electrum horrors)
Treasure 50% coins, 50% goods (gems only)
Special Abilities |
Lightning Bolt (Sp): Once every 2 rounds, the monster can generate a lightning bolt 5 feet wide and 40 feet long that deals 6d6 points of damage. A successful Reflex save (DC 13) halves the damage.
Reference
- Dragon #350 - The Ecology of the Clockwork Horror, pg. 62
- Monster Manual II, pp. 47-49