Clockwork Horror/pf: Difference between revisions
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(Created page with '== Copper Horror == {{stat PF| nameor = Copper Horror | cr = 2 | al = Always LE | sz = s | type = cns | stype = | init = 1 | sense = darkvision 60 ft., Perception +6 | lang = Cl…') |
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Revision as of 13:48, 15 May 2010
Copper Horror
Copper Horror
CR 1 (400 XP)
Always LE Small construct
Init +1; Senses darkvision 60 ft., 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 2ndth; concentration Expression error: Unexpected < operator.Expression error: Unrecognized word "nd".): 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.
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.
Reference
- Dragon #350, pg. 62