Clockwork Horror  

SYSTEM REFERENCE 3.5

TheRaven & stephenh


INDEX   BRIEF   DETAIL   LEGAL

 

 

Clockwork Horror

 

Electrum Horror

Gold Horror

 

Small Construct Small Construct

Hit Dice:

4d10+10 (32 hp) 8d10+10 (54 hp)

Initiative:

+2 +2

Speed:

30 ft. 30 ft.

Armor Class:

19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18 19 (+1 size, +2 Dex, +9 natural), touch 13, flat-footed 20

Base Attack/Grapple:

+4/+1 +7/+5

Attack:

Razor saw +5 melee (1d8+1) or pressure dart +5 ranged (2d4+1) Razor saw +9 melee (1d10+3)

Full Attack:

Razor saw +5 melee (1d8+1) or pressure dart +5 ranged (2d4+1) Razor saw +9 melee (1d10+3)

Space/Reach:

5 ft./5 ft. 5 ft./5 ft.

Special Attacks:

Lightning bolt

Special Qualities:

Construct traits, electricity immunity, linked mind, spell vulnerability, SR 17 Construct traits, electricity immunity, linked mind, spell vulnerability, SR 18

Saves:

Fort +1, Ref +2, Will +3

Fort +2, Ref +4, Will +5

Abilities:

Str 12, Dex 13, Con —, Int 5, Wis 14, Cha 5

Str 14, Dex 15, Con —, Int 9, Wis 16, Cha 11

Skills: Climb +8 Climb +13

Feats:

Point Blank Shot, Precise Shot

Cleave, Power Attack, Improved Sunder

Environment

Any land and underground Any land and underground

Organization:

Pair or component (3-8) Module (1-2 plus 3-12 electrum horrors)

Challenge Rating:

4 5

Treasure:

50% coins, 50% goods (gems only) 50% coins, 50% goods (gems only)

Alignment:

Always lawful evil Always lawful evil

Advancement:

Level Adjustment:

Source: Monster Manual 2

  Platinum Horror Adamantine Horror
  Small Construct Small Construct
Hit Dice: 12d10+10 (76 hp) 16d10+10 (98 hp)
Initiative: +3 +9
Speed: 40 ft. 50 ft.
Armor Class: 25 (+1 size, +3 Dex, +11 natural), touch 14, flat-footed 22 29 (+1 size, +5 Dex, +13 natural), touch 16, flat-footed 24
Base Attack/Grapple: +10/+9 +13/+14
Attack: Razor saw +13 melee (1d12+4) Razor saw +18 melee (2d10+7)
Full Attack: Razor saw +13 melee (1d12+4) Razor saw +18 melee (2d10+7)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Lightning bolt Spell-like abilities
Special Qualities: Construct traits, electricity immunity, linked mind, spell vulnerability, SR 20 Construct traits, electricity immunity, DR 10/Adamantine, linked mind, spell vulnerability, SR 22
Saves: Fort +4, Ref +7, Will +9 Fort +5, Ref +12, Will +12
Abilities: Str 16, Dex 17, Con —, Int 13, Wis 20, Cha 15 Str 20, Dex 20, Con —, Int 17, Wis 24, Cha 21
Skills: Climb +18, Hide +22, Move Silently +18 Climb +24, Jump +24, Hide +27, Move Silently +24, Tumble +24
Feats: Cleave, Combat Reflexes, Great Cleave, Power Attack, Improved Sunder Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack, Prone Attack
Environment Any land and underground Any land and underground
Organization: Series (1 plus 1-2 gold horrors and 4-16 electrum horrors) Assembly 1 plus 1-2 platinum horrors, 3-4 gold horrors, and 5-20 electrum horrors)
Challenge Rating: 7 9
Treasure: 50% coins, 50% goods (gems only) 50% coins, 50% goods (gems only)
Alignment: Always lawful evil Always lawful evil
Advancement:
Level Adjustment:
Source: Monster Manual 2
  Amalgamation Horror
  Medium Humanoid
Hit Dice: 10d8+60 (100 hp)
Initiative: +1
Speed: 30 ft, swim 30 ft (if aquatic)
Armor Class: 21 (+1 Dex, +8 natural, +2 Deflection), touch 13, flat-footed 20
Base Attack/Grapple: +10/+17
Attack: Longsword +18 melee (1d8+7) or Shortsword +18 melee (1d6+4)
Full Attack: Longsword +18/+13 melee (1d8+7) and Shortsword +18 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: electricity immunity, linked mind
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 24, Dex 12, Con 18, Int 13, Wis 13, Cha 10
Skills:  
Feats: Cleave, Combat Reflexes, Great Cleave, Power Attack
Environment Any land and underground
Organization: Various
Challenge Rating: 9
Treasure: MW Longsword, MW Shortsword
Alignment: Always lawful evil
Advancement:
Level Adjustment:

Clockwork horrors are intelligent, arachnid-like constructs that live as a hierarchical collective.  They exist solely to strip entire worlds of worked and raw metals, which they use to produce more horrors.  These activities take clockwork horrors into areas where metal can be found, from undergrounds mines to civilized areas where processed metal is often readily available.  Clockwork horrors ignore non-mechanical creatures unless such beings pose a threat or obviously possess metal.  The horrors' searches are methodical and efficient, resulting in the destruction of nearly everything in their path.  An armor of horrors can devastate an entire nation in a matter of weeks.

A clockwork horror appears as a four-legged, mechanical arachnid with a body about 2 feet in diameter.  It is made of a base metal (such as iron) overlaid with a thin patina of precious or semiprecious metal.  A large gem is embedded in the creature's brow.  A single razor saw is situated near the front of its head where a mouth would normally be located.  The more powerful clockwork horrors are more fantastically designed and decorated than the lesser ones.  Servant clockwork horrors with overlays of less precious metals are known to exist, but these serve the hierarchy primarily as laborers.

Clockwork horrors communicate in their own language of mechanical sounds.  The linked mind that they share allows for instant communication among individual horrors within 10 miles of each other.

Logic indicates that since the horrors are mechanical beings, someone or something must have created them.  What happened to that being is unknown.  Some sages theorize that the adamantine horror rebelled against and slew its creator, then devised the other types of clockwork horrors to serve as its armies.

COMBAT

Clockwork horrors attack their foes with calculated, merciless precision.  Lesser horrors unswervingly follow the orders of their superiors, fighting to the death if so commanded.  In battle, clockwork horrors swarm around foes and whittle away at them while calling for reinforcements.  A clockwork horror's weaponry is a part of its beings, so it cannot be disarmed.  When it dies, the gem in its brow disintegrates, and its body fuses into a mass of melted metal.

All clockwork horrors share the following qualities.

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

Electrum Horror

Electrum horrors are the shock troops of the clockwork horror collective.  They are sent in to scout out areas, assess potential resistance, and overcome any opposition.

COMBAT

Electrum horrors advance into combat in precise battle lines, with the individual horrors spaced about 10 feet apart.  They open fire with volleys of pressure darts.  Upon closing with the enemy, some continue firing darts at perceived spellcasters or opponents using ranged weapons, while others slice away at nearby foes with their razor-sharp saws.  After a battle, additional electrum horrors scavenge the area, retrieving fallen companions and any abandoned weapons for smelting down and making new horrors.

Gold Horror

Gold horrors are the commanders of the clockwork horror armies.  They supervise the electrums and other lesser horrors, ensuring that the orders of their supervisors are obeyed.

COMBAT

Gold horrors fight from behind a line of electrum guards, shooting lightning bolts at their foes.  In melee, a gold horror strikes at an enemy's weapon to destroy it.  Against magic weapons and items, a gold horror's razor saw functions as a +2 weapon.

Lighting 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.

Platinum Horror

Platinum horrors are the generals and governors of all the lesser clockwork horrors.  It is they who identify targets, devise strategies, and decide how best to deploy other horrors to achieve their goals.

COMBAT

In combat, platinum horrors fire lightning bolts at opponents before closing with them.  In melee, they use their razor saws to sunder the weapons and armor of their enemies.  Against magic weapons and items, a platinum horror's razor saw functions as a +3 weapon.

Lighting Bolt (Sp):  Once every 2 rounds, the monster can generate a lightning bolt 5 feet wide and 80 feet long that deals 12d6 points of damage.  A successful Reflex save (DC 15) halves the damage.

Adamantine Horror

An adamantine horror is the supreme leader of the entire clockwork horror collective.  Only one is believed to exist.

The adamantine horror directs the harvesting of metal and the creation of new horrors.  It alone decides which new horrors to make; thus it controls the composition of the collective.  The adamantine horror holds the secret of animating a newly built horror body.

The adamantine horror's motives in its aggressive campaign to grow the collective are unknown.  Some sages speculate that it strives to grow the collective are unknown.  Some sages speculate that it strives to destroy rival cultures; others claim it has acquired a living thing's drive to reproduce.  Whatever its motives, the creature is a master of destroying other civilizations.

COMBAT

An adamantine horror devastates foes with its spell-like abilities from afar.  In melee, it slashes through its enemies with its razor saw.  Against magical weapons and items, and adamantine horror's razor saw functions as a +5 weapon.

Spell-Like Abilities:  At will—disintegrate, implosion, Mordenkainen's disjunction.  Caster level 14th; save DC 15 + spell level.