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Clockwork Construct Template!
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<blockquote data-quote="Knightfall" data-source="post: 919202" data-attributes="member: 2012"><p>Inspired by the Clockwork Skitterer! -- KF72</p><p></p><p><strong>CLOCKWORK CONSTRUCT TEMPLATE</strong></p><p><em>By Robert Blezard, a.k.a. Knightfall1972</em></p><p></p><p>Clockwork creatures are Clockwork Nirvana of Mechanus planar variants of normal Material Plane creatures.</p><p></p><p><em>Sample Clockwork Construct Creature</em></p><p>This sample creature uses an elephant as the base creature.</p><p></p><p><strong>Clockwork Elephant</strong></p><p><strong>Huge Construct</strong></p><p><strong>Hit Dice:</strong> 11d10 (60 hp)</p><p><strong>Initiative:</strong> -1 (Dex)</p><p><strong>Speed:[b/] 30 ft.</strong></p><p><strong><strong>AC:</strong> 18 (-1 Dex, -2 size, +11 natural)</strong></p><p><strong><strong>Attacks:</strong> Slam +20/+15 melee, 2 stamps +15 melee; or gore +20/+15 melee </strong></p><p><strong><strong>Damage:</strong> Slam 2d6+14, stamp 2d6+7; or gore 2d6+21</strong></p><p><strong><strong>Face/Reach:</strong> 15 ft. / 10 ft.</strong></p><p><strong><strong>Special Attacks:</strong> Lightning bolt, sonic shriek, smite chaos, trample 2d6+21</strong></p><p><strong><strong>Special Qualities:</strong> Blindsight, construct, spell vulnerability, SR 22, fire, electricity, sonic, and cold resistance 15</strong></p><p><strong><strong>Saves:</strong> Fort +3, Ref +2, Will +3</strong></p><p><strong><strong>Abilities:</strong> Str 38 (+14), Dex 8 (-1), Con –, Int –, Wis 11 (+0), Cha 1 (-5)</strong></p><p><strong><strong>Skills:</strong> None</strong></p><p><strong><strong>Feats:</strong> None</strong></p><p><strong></strong></p><p><strong><strong>Climate/Terrain:</strong> The Clockwork Nirvana of Mechanus</strong></p><p><strong><strong>Organization:</strong> Solitary or herd (6-30)</strong></p><p><strong><strong>Challenge Rating:</strong> 13</strong></p><p><strong><strong>Treasure:</strong> None</strong></p><p><strong><strong>Alignment:</strong> Always lawful neutral</strong></p><p><strong><strong>Advancement:</strong> 12-22 HD (Huge)</strong></p><p><strong></strong></p><p><strong><strong>Combat</strong></strong></p><p><strong><em>Blindsight</em> (Ex): A clockwork elephant is blind, but it maneuvers and fights as well as a sighted creature by using sonar, like that of a bat. This ability enables it to discern objects and creatures within 40 feet. The clockwork elephant usually does not need to make Wisdom check to notice creatures within range of its blindsight. A <em>silence</em> spell negates this ability.</strong></p><p><strong></strong></p><p><strong><em>Construct Traits</em>: A clockwork elephant is immune to mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A clockwork elephant has darkvision (60-foot range).</strong></p><p><strong></strong></p><p><strong><em>Lightning Bolt</em> (Sp): A clockwork elephant’s <em>lightning bolt</em> ability produces more powerful <em>lightning bolt</em>, than the clockwork elephant’s can emit. Once every 2 rounds, the clockwork elephant can fire a <em>lightning bolt</em> 5 feet wide and 80 feet long, dealing 12d6 points of electricity damage. A successful Reflex save (DC 20) halves the damage.</strong></p><p><strong></strong></p><p><strong><em>Sonic Shriek</em> (Ex): Once per round as a standard action, a clockwork elephant can loose a cone of sonic energy 30 feet long. Everything within the cone takes 1d8 points of damage. In addition, every creature within the cone that fails a Fortitude save (DC 20) is stunned for 1 round.</strong></p><p><strong></strong></p><p><strong><em>Smite Chaos</em> (Ex): Once per day a clockwork elephant can make a normal attack to deal an additional +11 points of damage against a chaotic opponent.</strong></p><p><strong></strong></p><p><strong><em>Spell Vulnerability</em> (Ex): A clockwork elephant is susceptible to the <em>shatter</em> spell, which negates its blindsight for 1d4+1 rounds.</strong></p><p><strong></strong></p><p><strong><em>Trample</em> (Ex): A clockwork elephant can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the clockwork elephant can attempt a Reflex save (DC 29) to halve the damage.</strong></p><p><strong></strong></p><p><strong><strong>Creating a Clockwork Creature</strong></strong></p><p><strong>“Clockwork” is a template that can be added to any Animal, Beast, Magical Beast, Humanoid, and Monstrous Humanoid.</strong></p><p><strong></strong></p><p><strong><strong>Hit Dice:</strong> base creature’s Hit Die changes to d10.</strong></p><p><strong><strong>Type:</strong> The base creature’s Type changes to Construct.</strong></p><p><strong><strong>Speed:</strong> Same as the base creature’s speed -10 feet. Halve any secondary movement types the base creature has, and if one of those movement types is 'fly' then drop its maneuverability by one.</strong></p><p><strong><strong>AC:</strong> Natural armor improves by +4.</strong></p><p><strong><strong>Attacks:</strong> Recalculate the base creature’s attacks as if it had always been a Construct. If the base creature has arm-like appendages then it gains a slam attack per appendage.</strong></p><p><strong><strong>Damage:</strong> A clockwork construct attacks do damage as per a Construct of the creatures type and size.</strong></p><p><strong><strong>Special Attacks:</strong> The base creature retains any special attacks not based on inner physiology (i.e. red dragon's breath weapon) or chaos magic and also gains the Smite Chaos ability (see below) and any two of the other special attacks listed below.</strong></p><p><strong>-> <em>Smite Chaos</em> (Ex): Once per day the creature can make a normal attack to deal additional damage equal to its Hit Dice total (maximum of +20) against a chaotic opponent.</strong></p><p><strong>-> <em>Breath Weapon</em> (Su): First or second round of combat––cloud of poisonous gas, 10-foot cube directly in front of the clockwork construct lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 10 + ½ clockwork construct’s Hit Dice), initial damage 1d4 temporary Constitution, secondary damage death.</strong></p><p><strong>-> <em>Lightning Bolt</em> (Sp): A clockwork construct’s <em>lightning bolt</em> ability produces more powerful <em>lightning bolt</em>, than the clockwork construct’s can emit. Once every 2 rounds, the clockwork construct can fire a <em>lightning bolt</em> 5 feet wide and 80 feet long, dealing 12d6 points of electricity damage. A successful Reflex save (DC 10 + the clockwork constructs Hit Dice + its Dexterity modifier) halves the damage.</strong></p><p><strong>-> <em>Slow (Su):</em> A clockwork construct’s can use <em>slow</em> as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 10 + the clockwork construct’s HD + its Dexterity modifier) to negate. The ability is otherwise the same as the spell.</strong></p><p><strong>-> <em>Sonic Shriek</em> (Ex): Once per round as a standard action, a clockwork construct can loose a cone of sonic energy 30 feet long. Everything within the cone takes 1d8 points of damage. In addition, every creature within the cone that fails a Fortitude save (DC 10 + the clockwork construct’s Hit Dice + its Dexterity modifier) is stunned for 1 round.</strong></p><p><strong>-> <em>Spell-like Abilities</em>: At will––<em>disintigrate, implosion, Mordenkainen’s disjunction</em>. Caster level 14th; save DC 15 + spell level).</strong></p><p><strong><strong>Special Qualities:</strong> The base creature retains all it's special attacks not based on inner physiology (i.e. low-light vision) or chaos magic and also gains the following special quality.</strong></p><p><strong>-> <em>Blindsight</em> (Ex): A clockwork construct is blind, but it maneuvers and fights as well as a sighted creature by using sonar, like that of a bat. This ability enables it to discern objects and creatures within 40 feet. The clockwork construct usually does not need to make a Wisdom check to notice creatures within range of its blindsight. A <em>silence</em> spell negates this ability.</strong></p><p><strong>-> <em>Construct Traits</em>: A clockwork construct is immune to mind-affecting, poison, <em>sleep</em>, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A clockwork construct has darkvision (60-foot range).</strong></p><p><strong>-> <em>Resistances</em>: Fire, electricity, sonic, and cold resistance (see the table below).</strong></p><p><strong></strong></p><p><strong><strong>Hit Dice.....Resistance Score</strong></strong></p><p><strong>1–3...........5</strong></p><p><strong>4–7..........10</strong></p><p><strong>8–11........15</strong></p><p><strong>12+..........20</strong></p><p><strong></strong></p><p><strong>-> <em>Spell Resistance</em>: Clockwork constructs have spell resistance equal to double the creatures Hit Dice (maximum 25).</strong></p><p><strong>-><em>Spell Vulnerability</em> (Ex): A clockwork construct is susceptible to the <em>shatter</em> spell, which negates its blindsight for 1d4+1 rounds.</strong></p><p><strong><strong>Saves:</strong> Recalculate the base creature’s saving throws as if it had always been a Construct. A clockwork construct doesn’t have any good saves.</strong></p><p><strong><strong>Abilities:</strong> +8 Strength, -2 Dexterity. A clockwork construct hasn’t an Intelligence or Constitution score and always has a Wisdom score of 11 and a Charisma score of 1.</strong></p><p><strong><strong>Skills:</strong> None.</strong></p><p><strong><strong>Feats:</strong> None.</strong></p><p><strong><strong>Climate/Terrain:</strong> Same as the base creature; or the Clockwork Nirvana of Mechanus.</strong></p><p><strong><strong>Organization:</strong> Often same as the base creature; or solitary.</strong></p><p><strong><strong>Challenge Rating:</strong> Up to 3 HD, same as the base creature +1; 4 HD to 7HD, same as the base creature +2; 8+ HD, same as the base creature +3. [+20% CR (rounded down) if the base creature had few or no special attacks or qualities, that were lost by applying the template.]</strong></p><p><strong><strong>Treasure:</strong> None</strong></p><p><strong><strong>Alignment:</strong> Always lawful neutral.</strong></p></blockquote><p></p>
[QUOTE="Knightfall, post: 919202, member: 2012"] Inspired by the Clockwork Skitterer! -- KF72 [B]CLOCKWORK CONSTRUCT TEMPLATE[/B] [I]By Robert Blezard, a.k.a. Knightfall1972[/I] Clockwork creatures are Clockwork Nirvana of Mechanus planar variants of normal Material Plane creatures. [I]Sample Clockwork Construct Creature[/I] This sample creature uses an elephant as the base creature. [B]Clockwork Elephant Huge Construct Hit Dice:[/B] 11d10 (60 hp) [B]Initiative:[/B] -1 (Dex) [B]Speed:[b/] 30 ft. [B]AC:[/B] 18 (-1 Dex, -2 size, +11 natural) [B]Attacks:[/B] Slam +20/+15 melee, 2 stamps +15 melee; or gore +20/+15 melee [B]Damage:[/B] Slam 2d6+14, stamp 2d6+7; or gore 2d6+21 [B]Face/Reach:[/B] 15 ft. / 10 ft. [B]Special Attacks:[/B] Lightning bolt, sonic shriek, smite chaos, trample 2d6+21 [B]Special Qualities:[/B] Blindsight, construct, spell vulnerability, SR 22, fire, electricity, sonic, and cold resistance 15 [B]Saves:[/B] Fort +3, Ref +2, Will +3 [B]Abilities:[/B] Str 38 (+14), Dex 8 (-1), Con –, Int –, Wis 11 (+0), Cha 1 (-5) [B]Skills:[/B] None [B]Feats:[/B] None [B]Climate/Terrain:[/B] The Clockwork Nirvana of Mechanus [B]Organization:[/B] Solitary or herd (6-30) [B]Challenge Rating:[/B] 13 [B]Treasure:[/B] None [B]Alignment:[/B] Always lawful neutral [B]Advancement:[/B] 12-22 HD (Huge) [B]Combat[/B] [I]Blindsight[/I] (Ex): A clockwork elephant is blind, but it maneuvers and fights as well as a sighted creature by using sonar, like that of a bat. This ability enables it to discern objects and creatures within 40 feet. The clockwork elephant usually does not need to make Wisdom check to notice creatures within range of its blindsight. A [I]silence[/I] spell negates this ability. [I]Construct Traits[/I]: A clockwork elephant is immune to mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A clockwork elephant has darkvision (60-foot range). [I]Lightning Bolt[/I] (Sp): A clockwork elephant’s [I]lightning bolt[/I] ability produces more powerful [I]lightning bolt[/I], than the clockwork elephant’s can emit. Once every 2 rounds, the clockwork elephant can fire a [I]lightning bolt[/I] 5 feet wide and 80 feet long, dealing 12d6 points of electricity damage. A successful Reflex save (DC 20) halves the damage. [I]Sonic Shriek[/I] (Ex): Once per round as a standard action, a clockwork elephant can loose a cone of sonic energy 30 feet long. Everything within the cone takes 1d8 points of damage. In addition, every creature within the cone that fails a Fortitude save (DC 20) is stunned for 1 round. [I]Smite Chaos[/I] (Ex): Once per day a clockwork elephant can make a normal attack to deal an additional +11 points of damage against a chaotic opponent. [I]Spell Vulnerability[/I] (Ex): A clockwork elephant is susceptible to the [I]shatter[/I] spell, which negates its blindsight for 1d4+1 rounds. [I]Trample[/I] (Ex): A clockwork elephant can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the clockwork elephant can attempt a Reflex save (DC 29) to halve the damage. [B]Creating a Clockwork Creature[/B] “Clockwork” is a template that can be added to any Animal, Beast, Magical Beast, Humanoid, and Monstrous Humanoid. [B]Hit Dice:[/B] base creature’s Hit Die changes to d10. [B]Type:[/B] The base creature’s Type changes to Construct. [B]Speed:[/B] Same as the base creature’s speed -10 feet. Halve any secondary movement types the base creature has, and if one of those movement types is 'fly' then drop its maneuverability by one. [B]AC:[/B] Natural armor improves by +4. [B]Attacks:[/B] Recalculate the base creature’s attacks as if it had always been a Construct. If the base creature has arm-like appendages then it gains a slam attack per appendage. [B]Damage:[/B] A clockwork construct attacks do damage as per a Construct of the creatures type and size. [B]Special Attacks:[/B] The base creature retains any special attacks not based on inner physiology (i.e. red dragon's breath weapon) or chaos magic and also gains the Smite Chaos ability (see below) and any two of the other special attacks listed below. -> [I]Smite Chaos[/I] (Ex): Once per day the creature can make a normal attack to deal additional damage equal to its Hit Dice total (maximum of +20) against a chaotic opponent. -> [I]Breath Weapon[/I] (Su): First or second round of combat––cloud of poisonous gas, 10-foot cube directly in front of the clockwork construct lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 10 + ½ clockwork construct’s Hit Dice), initial damage 1d4 temporary Constitution, secondary damage death. -> [I]Lightning Bolt[/I] (Sp): A clockwork construct’s [I]lightning bolt[/I] ability produces more powerful [I]lightning bolt[/I], than the clockwork construct’s can emit. Once every 2 rounds, the clockwork construct can fire a [I]lightning bolt[/I] 5 feet wide and 80 feet long, dealing 12d6 points of electricity damage. A successful Reflex save (DC 10 + the clockwork constructs Hit Dice + its Dexterity modifier) halves the damage. -> [I]Slow (Su):[/I] A clockwork construct’s can use [I]slow[/I] as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 10 + the clockwork construct’s HD + its Dexterity modifier) to negate. The ability is otherwise the same as the spell. -> [I]Sonic Shriek[/I] (Ex): Once per round as a standard action, a clockwork construct can loose a cone of sonic energy 30 feet long. Everything within the cone takes 1d8 points of damage. In addition, every creature within the cone that fails a Fortitude save (DC 10 + the clockwork construct’s Hit Dice + its Dexterity modifier) is stunned for 1 round. -> [I]Spell-like Abilities[/I]: At will––[I]disintigrate, implosion, Mordenkainen’s disjunction[/I]. Caster level 14th; save DC 15 + spell level). [B]Special Qualities:[/B] The base creature retains all it's special attacks not based on inner physiology (i.e. low-light vision) or chaos magic and also gains the following special quality. -> [I]Blindsight[/I] (Ex): A clockwork construct is blind, but it maneuvers and fights as well as a sighted creature by using sonar, like that of a bat. This ability enables it to discern objects and creatures within 40 feet. The clockwork construct usually does not need to make a Wisdom check to notice creatures within range of its blindsight. A [I]silence[/I] spell negates this ability. -> [I]Construct Traits[/I]: A clockwork construct is immune to mind-affecting, poison, [I]sleep[/I], paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A clockwork construct has darkvision (60-foot range). -> [I]Resistances[/I]: Fire, electricity, sonic, and cold resistance (see the table below). [B]Hit Dice.....Resistance Score[/B] 1–3...........5 4–7..........10 8–11........15 12+..........20 -> [I]Spell Resistance[/I]: Clockwork constructs have spell resistance equal to double the creatures Hit Dice (maximum 25). ->[I]Spell Vulnerability[/I] (Ex): A clockwork construct is susceptible to the [I]shatter[/I] spell, which negates its blindsight for 1d4+1 rounds. [B]Saves:[/B] Recalculate the base creature’s saving throws as if it had always been a Construct. A clockwork construct doesn’t have any good saves. [B]Abilities:[/B] +8 Strength, -2 Dexterity. A clockwork construct hasn’t an Intelligence or Constitution score and always has a Wisdom score of 11 and a Charisma score of 1. [B]Skills:[/B] None. [B]Feats:[/B] None. [B]Climate/Terrain:[/B] Same as the base creature; or the Clockwork Nirvana of Mechanus. [B]Organization:[/B] Often same as the base creature; or solitary. [B]Challenge Rating:[/B] Up to 3 HD, same as the base creature +1; 4 HD to 7HD, same as the base creature +2; 8+ HD, same as the base creature +3. [+20% CR (rounded down) if the base creature had few or no special attacks or qualities, that were lost by applying the template.] [B]Treasure:[/B] None [B]Alignment:[/B] Always lawful neutral.[/B] [/QUOTE]
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