the Jester
Legend
EDIT: Since there is an official version of these guys in Demonomicon, I shan't bother updating them at this time.
CLOCKWORK HORRORS
Terrible mechanical constructs, clockwork horrors in Cydra are powered by radiomancy and motivated and commanded by Master Control, an informational entity of surpassing power. The ‘lesser’ clockwork horrors resemble mechanistic ants the size of a small dog, but more advanced models are very different. Lesser clockwork horrors come in copper, silver, electrum and gold models, and rumors persist of more powerful ones made of platinum or even adamantine. Advanced horrors are much more rare and dangerous.
COPPER HORROR--- Level 4 Minion
Small natural construct--- XP 44
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Initiative +6; Senses Perception +4, darkvision
HP 1; a miss never damages a minion
AC 18; Fortitude 16; Reflex 18; Will 16
Immune disease, poison, psychic; Resist lightning 10
Speed 5
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[Melee basic] Mandibles (standard; at will): +9 vs. AC; 5 damage.
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Alignment evil; Languages – (radiocommunication)
Skills Athletics +7, Endurance +9
Str 10; Dex 19; Wis 15
Con 15; Int 8; Cha 4
SILVER HORROR--- Level 4 Skirmisher
Small natural construct--- XP 175
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Initiative +8; Senses Perception +9, darkvision
HP 55; Bloodied 27
AC 18; Fortitude 16; Reflex 18; Will 16
Immune disease, poison, psychic; Resist lightning 10
Speed 5
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[Melee basic] Mandibles (standard; at will) Lightning: +9 vs. AC; 1d6+4 damage plus 1d6 lightning.
[Ranged] Spring-Caster (standard; reload minor): Range 15; +9 vs. AC; 1d10+3 damage.
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Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 19; Wis 15
Con 15; Int 10; Cha 7
ELECTRUM HORROR--- Level 6 Artillery
Small natural construct--- XP 250
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Initiative +8; Senses Perception +9, darkvision
HP 58; Bloodied 29
AC 18; Fortitude 18; Reflex 20; Will 18
Immune disease, poison, psychic; Resist lightning 10
Speed 6
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[Melee basic] Mandibles (standard; at will) Lightning: +13 vs. AC; 1d6+4 damage plus 1d6 lightning.
[Ranged] Lightning Bolt (standard; at will) Lightning: Range 6; +11 vs. Reflex; Hit: 2d8+4 lightning damage, target is stunned (save ends) and attack secondary target; Miss: Half damage, target is not stunned and no secondary target; Secondary target: one enemy within 3 of the primary target; +9 vs. Reflex; 2d6+2 lightning damage.
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Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 20; Wis 16
Con 16; Int 10; Cha 10
GOLD HORROR--- Level 10 Artillery (Leader)
Small natural construct--- XP 250
---
Initiative +8; Senses Perception +9, darkvision
Coordinated Attack aura 10; all clockwork horror allies in range get +2 on attack rolls
HP 84; Bloodied 42
AC 22; Fortitude 22; Reflex 24; Will 22
Immune disease, poison, psychic; Resist lightning 10
Speed 6
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[Melee basic] Mandibles (standard; at will) Lightning: +17 vs. AC; 1d6+5 damage plus 2d6 lightning.
[Ranged] Lightning Bolt (standard; at will) Lightning: Range 6; +15 vs. Reflex; Hit: 3d6+5 lightning damage, target is stunned (save ends) and attack secondary target; Miss: Half damage, target is not stunned and no secondary target; Secondary target: one enemy within 3 of the primary target; +13 vs. Reflex; 2d6+4 lightning damage and target is dazed (save ends).
[Area] Electric Field (standard; encounter) Lightning: Burst 3 within 16; creates a zone of electrical energy that persists until the end of the gold horror’s next turn; any creature in the field when it is created or entering the field is attacked: +13 vs. Reflex; 4d8+5 electricity and target is slowed (save ends).
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Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 22; Wis 16
Con 18; Int 16; Cha 19
CLOCKWORK HORRORS
Terrible mechanical constructs, clockwork horrors in Cydra are powered by radiomancy and motivated and commanded by Master Control, an informational entity of surpassing power. The ‘lesser’ clockwork horrors resemble mechanistic ants the size of a small dog, but more advanced models are very different. Lesser clockwork horrors come in copper, silver, electrum and gold models, and rumors persist of more powerful ones made of platinum or even adamantine. Advanced horrors are much more rare and dangerous.
COPPER HORROR--- Level 4 Minion
Small natural construct--- XP 44
---
Initiative +6; Senses Perception +4, darkvision
HP 1; a miss never damages a minion
AC 18; Fortitude 16; Reflex 18; Will 16
Immune disease, poison, psychic; Resist lightning 10
Speed 5
---
[Melee basic] Mandibles (standard; at will): +9 vs. AC; 5 damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Athletics +7, Endurance +9
Str 10; Dex 19; Wis 15
Con 15; Int 8; Cha 4
SILVER HORROR--- Level 4 Skirmisher
Small natural construct--- XP 175
---
Initiative +8; Senses Perception +9, darkvision
HP 55; Bloodied 27
AC 18; Fortitude 16; Reflex 18; Will 16
Immune disease, poison, psychic; Resist lightning 10
Speed 5
---
[Melee basic] Mandibles (standard; at will) Lightning: +9 vs. AC; 1d6+4 damage plus 1d6 lightning.
[Ranged] Spring-Caster (standard; reload minor): Range 15; +9 vs. AC; 1d10+3 damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 19; Wis 15
Con 15; Int 10; Cha 7
ELECTRUM HORROR--- Level 6 Artillery
Small natural construct--- XP 250
---
Initiative +8; Senses Perception +9, darkvision
HP 58; Bloodied 29
AC 18; Fortitude 18; Reflex 20; Will 18
Immune disease, poison, psychic; Resist lightning 10
Speed 6
---
[Melee basic] Mandibles (standard; at will) Lightning: +13 vs. AC; 1d6+4 damage plus 1d6 lightning.
[Ranged] Lightning Bolt (standard; at will) Lightning: Range 6; +11 vs. Reflex; Hit: 2d8+4 lightning damage, target is stunned (save ends) and attack secondary target; Miss: Half damage, target is not stunned and no secondary target; Secondary target: one enemy within 3 of the primary target; +9 vs. Reflex; 2d6+2 lightning damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 20; Wis 16
Con 16; Int 10; Cha 10
GOLD HORROR--- Level 10 Artillery (Leader)
Small natural construct--- XP 250
---
Initiative +8; Senses Perception +9, darkvision
Coordinated Attack aura 10; all clockwork horror allies in range get +2 on attack rolls
HP 84; Bloodied 42
AC 22; Fortitude 22; Reflex 24; Will 22
Immune disease, poison, psychic; Resist lightning 10
Speed 6
---
[Melee basic] Mandibles (standard; at will) Lightning: +17 vs. AC; 1d6+5 damage plus 2d6 lightning.
[Ranged] Lightning Bolt (standard; at will) Lightning: Range 6; +15 vs. Reflex; Hit: 3d6+5 lightning damage, target is stunned (save ends) and attack secondary target; Miss: Half damage, target is not stunned and no secondary target; Secondary target: one enemy within 3 of the primary target; +13 vs. Reflex; 2d6+4 lightning damage and target is dazed (save ends).
[Area] Electric Field (standard; encounter) Lightning: Burst 3 within 16; creates a zone of electrical energy that persists until the end of the gold horror’s next turn; any creature in the field when it is created or entering the field is attacked: +13 vs. Reflex; 4d8+5 electricity and target is slowed (save ends).
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Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 22; Wis 16
Con 18; Int 16; Cha 19
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