Clockwork Monsters


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Wow, thanks everyone! Mark Chance, I will definately use your template. Sweeny, I knew I had seen a Necromancer module that featured clockwork creatures, I just couldn't remember which one. Thanks.

I'm also thinking about fun stuff like clockwork Ballistae that are activated by pressure plates or something. Maybe some sort of clockwork murder holes too. I want a fortress that keeps defending itself even though the residents are long gone. Plus, one of the characters is a dwarf fighter who comes from a family of famous clockmakers. He won't be able to resist a place like this.
 

Richards said:
If memory serves, there's also a clockwork template in Monte Cook's Book of Eldritch Might.
    It doesn't really have the feel of a clockwork creature to me, but there is a Magical Construct template. In general, you apply it to any corporeal creature that is not a shapechanger, elemental, or ooze. It increases HD to d10, slows them down, armors them up, gives them one of a small variety of special abilities (similar to the various golems), a postive Str adjustment, negative adjustments to Dex, Wis and Cha.

    Jason
 

Re: Re: Clockwork Monsters

Mark Chance said:
Here's a clockwork creatures template I wrote up for my campaign [...]
Looks nice, but it doesn't seem to scale very well. You probably want to scale the natural AC and special attacks with size, HD, and/or CR.

Remember, +2 CR means that the creature becomes twice as powerful as before. A CR 2 1/6 clockwork lizard should only be as powerful as two normal lizards. But a CR 28 clockwork red dragon should be able to take on two normal CR26 red dragons!
 

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