Clockwork Horror/pf

From Timaresh
Revision as of 22:30, 20 November 2010 by Idran (talk | contribs) (→‎Reference)
Jump to navigationJump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

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