Difference between revisions of "Clockwork Horror/pf"

From Timaresh
Jump to navigationJump to search
Line 35: Line 35:
 
bab = 2 |
 
bab = 2 |
 
sla = 1/day—''shocking grasp'' |
 
sla = 1/day—''shocking grasp'' |
cl = 2nd |
+
cl = 2 |
 
str = 10 |
 
str = 10 |
 
dex = 13 |
 
dex = 13 |
Line 48: Line 48:
 
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 ==
 
== Electrum Horror ==
Line 93: Line 93:
 
specab = 0 |
 
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 = 6nd |
 +
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|pagenum=pg. 62}}
 
* {{cite|title=Monster Manual II|pagenum=pp. 47-49}}
 
* {{cite|title=Monster Manual II|pagenum=pp. 47-49}}

Revision as of 16:54, 7 June 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/-19; 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/-18; 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/-18; 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 6ndth; concentration Expression error: Unexpected < operator.Expression error: Unrecognized word "nd".):
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, pg. 62
  • Monster Manual II, pp. 47-49