Clockwork Horror/pf: Difference between revisions

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All clockwork horrors share the following traits:
All clockwork horrors share the following traits:



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
Base Atk +2; CMB +1; CMD 12

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
Base Atk +4; CMB +4; CMD 15

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
Base Atk +7; CMB +8; CMD 20

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