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Clockwork Calendarium
A massive intricately adorned spherical shell on four legs, covered with multiple moving decorative elements representing celestial bodies, weather phenomena, and scenes of the four seasons, switching and shifting as the machine moves around.
CR 10; XP 9,600
N Gargantuan Construct (clockwork)
N Gargantuan Construct (clockwork)
Init +4; Senses darkvision 60 ft., low-light vision, blindsense 120 ft.; Perception +0
Aura shifting seasons (60 ft.)
Defense
AC 24, touch 14, flat-footed 24 (+4 deflection, +2 dodge, +12 natural, –4 size)
hp 126 (12d10+60)
Fort +8; Ref +10; Will +8
AC 24, touch 14, flat-footed 24 (+4 deflection, +2 dodge, +12 natural, –4 size)
hp 126 (12d10+60)
Fort +8; Ref +10; Will +8
Defensive Abilities hardened 4, shifting seasons; DR 10/adamantine; Immune construct traits; Resist shifting seasons (acid, cold, electricity or fire 30)
Weakness shifting seasons
Offense
Speed 20 ft.
Melee 2 slams +14 (2d6+6)
Space 20 ft.; Reach 10 ft.
Special Attacks shifting seasons
Statistics
Str 22, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +22; CMD 38 (42 vs trip)
Str 22, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +22; CMD 38 (42 vs trip)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Perception +0, Stealth +0
SQ winding
Ecology
Environment urban, ruins, plains
Organization solitary
Treasure standard
Special Abilities
Environment urban, ruins, plains
Organization solitary
Treasure standard
Special Abilities
Hardened 4 (Su) A clockwork calendarium is instilled with potent magical wards granting it +4 deflection bonus to AC and +4 resistance bonus to its saving throws (already included in the stat block).
Shifting Seasons (Su) Clockwork calendarium's capabilities and weaknesses shift depending on its current seasonal setting: autumn, spring, summer, or winter. When the clockwork calendarium is started by being wound up, its setting is determined by the activator, or set randomly if done by non-sapient being or person unware of the proper procedures, coming into effect after 1d4+1 rounds of delay. Seasonal auras deal no actual damage outside of combat, but many clockwork calendariums are permanently stuck in aggressive or defensive modes.
Autumn: After suffering acid damage, clockwork calendarium shifts into autumn mode on the start of its following turn. In this mode it gains resist acid 30 and vulnerability to cold, and emits a cloud of acrid fog spreading up to 60 feet away from its center, dealing 3d6 points of acid damage per round and impeding vision like fog cloud.
Spring Season: After suffering electricity damage, clockwork calendarium shifts into spring season on the start of its following turn. In this mode it gains resist electricity 30 and vulnerability to fire, and becomes surrounded by rainstorm spreading up to 60 feet away from its center, bestowing –4 penalty to Perception and ranged attack rolls, and dealing 3d6 points of electricity damage from lightning strikes.
Summer: After suffering fire damage, clockwork calendarium shifts into summer mode on the start of its following turn. In this mode it gains resist fire 30 and vulnerability to acid, and emits waves of scorching heat dealing 4d6 points of fire damage within 60 feet.
Winter: After suffering cold damage, clockwork calendarium shifts into winter mode on the start of its following turn. In this mode it gains resist cold 30 and vulnerability to electricity, and emits waves of freezing cold, dealing 3d6 of cold damage and turning the ground into difficult terrain within 60 feet.
Clockwork calendariums were initially constructed as weather manipulating devices but soon their devastating potential was turned to military uses, despite their lack of well-thought control systems.
Constructing Clockwork Calendarium
The creator has to start with a metal frame fitted with clockwork mechanisms costing 10,000 gp.
CL 12th; Price 50,000 gp
Requirements Craft Construct, acid fog, call lightning, cone of cold, control weather, fireball, geas/quest, creator must be at least caster level 12th; Skill Craft (clockwork) DC 40; Cost 30,000 gp
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