2021-11-07

Fantasy Monster: Clockwork Nightmare

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Clockwork Nightmare

This massive egg-shaped construction of iron plates and brass gears moves on spidery legs.

CR 13; 25,600 XP
N Colossal Construct (clockwork)
Init +5; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +31

Defense
AC 28; touch 10, flat-footed 25 (+5 deflection, +1 Dex, +2 dodge, +18 natural, –8 size)
hp 190 (20d10+80)
Fort +11; Ref +14; Will +12
Defensive Abilities etched wards, opportunity repairs, swift reactions; DR 15/adamantine; Immune construct traits; Resist acid 20, cold 20, fire 20, sonic 20; SR 24
Weakness vulnerable to electricity

Offense
Speed 60 ft.; colossal walker
Melee 6 cutting tools +20 (1d6+8)
Ranged 6 spring bolts +20 (1d6+8)
Space 30 ft.; Reach 30 ft.
Special Attacks attacks of opportunity (10 per turn, +18 attack, 1d6+4 damage)

Statistics
Str 26, Dex 13, Con —, Int —, Wis 13, Cha 11
Base Atk +20; CMB +36; CMD 52 (64 vs. trip)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Acrobatics +31, Perception +31; Racial Modifiers +30 Acrobatics, +30 Perception

Ecology
Environment ruins, urban
Organization solitary
Treasure double standard

Special Abilities

Etched Wards (Ex) A clockwork nightmare is enhanced with intricate wards inscribed on its elements granting it +5 deflection bonus to AC and +5 resistance bonus to saving throws.

Colossal Walker (Ex) A clockwork nightmare can walk over obstacles that are less than 10 feet tall, and can ignore most of the difficult terrain. It can still be hampered by deep water, mud, or sand, if those are deep enough for it to sink at at least 10 feet (and its extreme weight may make it breach surfaces capable of supporting Medium-sized creatures).

Opportunity Repairs (Ex) A clockwork nightmare is equipped with ten semi-autonomous appendages that it uses to make attacks of opportunity with +18 attack bonus dealing 1d6+4 points of damage. At the beginning of the clockwork nightmare turn, each of the appendages that wasn't used to make an attack of opportunity since the last turn repairs the clockwork nightmare for 1d6+4 points of damage instead.

Spring Bolts (Ex) A clockwork nightmare can fire metal bolts with great strength using powerful springs. These are treated as thrown attacks adding Strength to attack and damage rolls, with range increment of 40 feet and maximum range of five increments. When a clockwork nightmare takes a full attack action, it can make a total of six attacks mixing cutting tool and spring bolts attacks in the same action. A clockwork nightmare's internal systems seem to have limitless supply of suitable metal parts to be stashed inside.


A clockwork nightmare is an enormous clockwork construct of elaborate design and unknown origins that—unlike most clockwork machines—is fully capable of functioning without being winded up and repair itself from near destruction.


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