Clockwork Creature (Template)
*Note - Defaulted to 3rd ed.
The clockwork creature is a construct made of gears, wires and springs. It is main composed of metal but other materials can be used as well. It is constructed to appear and act as the base creature it was modeled after. They may be crafted from rare materials such as gems and precious metals.
Creating a Clockwork Creature
The Clockwork is a template that can be added to any creature except elemental, ooze and undead (referred to hereafter as the "base creature").
Hit Dice: Changed the Hit Dice from that of the base creature to 10-sided Hit Dice. Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size: Fine (0), Diminutive (0), Tiny (0), Small (10), Medium (20), Large (30), Huge (40), Gargantuan (60), Colossal (80).
Speed: As the base creature. They retain all modes of movement as the base creature.
AC: Natural armor changes to a number based on the clockworks creature’s size: Tiny: 1, Small: 3, Medium: 6, Large: 9, Huge: 12, Gargantuan: 15, Colossal: 18
Special Attacks: The clockwork creatures loses all special attacks once possessed by the base creature.
Alarm (Ex): The clockwork creature can be set to issue a loud ringing sound when it is roused from passive mode. This functions as the Alarm spell cast at 10th level wizard. The audible alarm is centered on the clockwork creature. The audible alarm lasts for 1d8 rounds. The audible alarm is so loud spell casters must make a concentration check DC 20 to cast a spell. Failure means that the noise prevented them from being able to cast the spell and it was botched. If there is a wind-up key then the key holder may get a mental alarm as per the spell.
Cacophony (Ex): Clockwork creatures of Medium size or greater can generate a dreadful cacophony. First or second round of combat- the sound of a loud bell rings. It fills a area of 30 ft. cone directly in front of the clockwork creature and is instantaneous, and can be used as a free action every 1d4+1 rounds. The victim takes 1d8 points of sonic damage and must make a will save DC 15 to avoid being stunned for one round. A stunned victim can’t act and loses any dexterity bonus to AC. Attackers gain a +2 bonuses to attack it.
Special Qualities: Construct, magic immunity.
Self-winding (Ex): About 50% of clockwork creatures have the ability to wind-up themselves and does not need an out side agent to do this. They can stay in active mode indefinably. They will follow the last orders that where given them by their creator. If their creator orders the clockwork to follow another’s orders then the clockwork creature will follow the new masters orders until ordered otherwise by the new master.
Wind-up (EX): About 50% of clockwork creatures are wound with a key and don’t have the ability to self-wind. Commonly they are found wound and will become active upon command of the key holder or if conditions meet the instructions given to them. Until activated they remain motionless in passive mode. They stay wound for 1d20 rounds + 1 round per hit die while in active mode. If wound down the become motionless. The user of the control key allows the user to issue simple commands to the clockwork creature. The clock work creature will only follow the orders of the key holders.
Tick-tock (Ex): The clockwork creature make a audible ticking noise. They are at a -5 to all move silently check due to this.
Rust Vulnerability (Ex): A clockwork creature is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Saves: Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Abilities: The new clockwork's Strength increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 11, and its Charisma decreases to 1.
Skills: The clockwork creatures loses all skills once possessed by the base creature.
Feats: The clockwork creatures loses all feats once possessed by the base creature.
Climate/Terrain: Any land and underground except cold.
Organization: Solitary or Gang (2-4)
Challenge Rating: Same as the base creature +1.
Alignment: Always neutral
Sample Clockwork Creature
Key-Wound Clockwork Chimera
HD 9d10+30 (hp 75)
Init +1 (Dex)
Spd 30 ft., fly 50 ft.(poor)
AC 20 (+1 dex., -1 size, +9 natural), touch 19, flat-footed 19;
Attacks: Bite + 12 melee, bite +10, butt + 10 melee, 2 claws +10 melee
Damage: Bite 2d6+5, bite 1d8+5, butt 1d8+5, claws 1d6+5
Face/Reach: 5 ft. by 10 ft./5 ft;
SA: As per clockwork creature template.
SQ: As per clockwork creature template.
SV: Fort +6, Ref +7, Will +3
Str 21, Dex 13, Con -, Int -, Wis 10, Cha 1
Climate/Terrain: Any land and underground except cold
Organization: Solitary or Gang (2-4)
Challenge Rating: 8
Advancement: Same as the base creature.
Note: This clockwork chimera is will stay wound for 18 rounds. It still has its key on it’s back.
More Majestic Wilderlands maps. - I seem to be doing a lot of them recently. This is a result of me getting close to finishing the map of the Main Campaign Area. The players are establishin...