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Clockwork Monsters
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<blockquote data-quote="Mark Chance" data-source="post: 1044091" data-attributes="member: 2795"><p>Here's a clockwork creatures template I wrote up for my campaign:</p><p></p><p>CLOCKWORK CREATURES</p><p></p><p>A clockwork is a magically-animated construct shaped like some animal or beast. They are often used as guards. Like golems, the animating force of an automaton is an elemental spirit. Automatons are invariably constructed out of cleverly articulated steel.</p><p></p><p>Creating a Clockwork Creature</p><p></p><p>"Clockwork" is a template that can be added to any animal, beast, or vermin. The creature's type changes to construct. It uses all the base creature's statistics and special abilities except as noted here.</p><p></p><p>Hit Dice: Increase HD to d10 if lower than d10; otherwise do not change.</p><p></p><p>AC: Improve natural AC bonus by +6.</p><p></p><p>Damage: Since its natural weapons are heavier and harder, increase damage as if the base creature's size had increased by one category (see MM, p. 14).</p><p></p><p>Special Attacks: The clockwork retains the base creature's special attacks plus gains 6 points worth of special attacks from the following choices.</p><p></p><p> 1-Point Special Attacks</p><p></p><p> Brawn (Ex): Clockwork does an additional +1 point of damage on a successful melee attack. Multiple selections stack, but you cannot select this ability more than 3 times.</p><p></p><p> Cleave (Ex): The cleave extraordinary ability works as the Cleave feat.</p><p></p><p> Dodge (Ex): The dodge extraordinary ability works as the Dodge feat.</p><p></p><p> Fly (Su): Speed 60 ft. (average).</p><p></p><p> Improved Bull Rush (Ex): The improved bull rush extraordinary ability works as the Improved Bull Rush feat.</p><p></p><p> Power Attack (Ex): The power attack extraordinary ability works as the Power Attack feat.</p><p></p><p> Resistance (Ex): Choose one of fire, cold, acid, electricity, or sonic resistance 5. The same resistance can be chosen multiple times and stacks: For example, picking fire resistance three times would give a total resistance of 15.</p><p></p><p> Spiked Armor (Ex): The clockwork's body is covered in spikes. The spikes function as armor spikes (p. 105, PH).</p><p></p><p> Tough (Ex): The clockwork receives +1 hit point per hit die.</p><p></p><p> Trip (Ex): If the clockwork hits with an attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the clockwork.</p><p></p><p> 2-Point Special Attacks</p><p></p><p> Charge (Ex): If the clockwork charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p></p><p> Carapace (Ex): The clockwork's surface forms hard, armorlike plates. Increase the clockwork's hardness by 5. This ability cannot be taken more than once.</p><p></p><p> Energy Touch (Ex): The clockwork's physical attacks do 1d4 points of energy damage (fire, cold, electricity, sonic, acid) in addition to their standard damage. The type of energy is chosen when the clockwork is manifested. Multiple selections stack and may be of different energy types.</p><p></p><p> Extra Limbs (Ex): The clockwork has an additional set of limbs and can make an additional attack with an attack bonus equal to its highest attack bonus -2. This ability cannot be chosen more than once.</p><p></p><p> Expertise (Ex): The expertise extraordinary ability works as the Expertise feat.</p><p></p><p> Great Cleave (Ex): The great cleave extraordinary ability works as the Great Cleave feat.</p><p></p><p> Heavy Armor (Ex): Additional +4 natural bonus to AC.</p><p></p><p> Improved Critical (Ex): The improved critical extraordinary ability works as the Improved Critical feat.</p><p></p><p> Mobility (Ex): The mobility extraordinary ability works as the Mobility feat.</p><p></p><p> Reach (Ex): The clockwork's limbs elongate, which increases its reach by 5 feet. If the clockwork has the extra arms ability, this ability must be chosen twice to affect both sets of arms.</p><p></p><p> Self-Repairing (Ex): The clockwork heals 2 hit points each round so long as it has at least 1 hit point.</p><p></p><p> Smack Down (Su): Once per day the clockwork can make a normal attack to deal additional damage equal to its HD.</p><p></p><p> Spike Volley (Ex): The clockwork can send forth a volley of 3 spikes as a standard action. This ranged attack has a range of 120 feet with no range increment. These spike attacks are treated as thrown weapons, so the clockwork's Strength bonus is applied to damage. Damage is 1d6 + Strength modifier per spike. The clockwork can use this attack up to three times. The clockwork must have the spiked armor ability to use this attack. This volley can be fired in any direction (including straight up) regardless of the direction the clockwork is facing.</p><p></p><p> Stunning Fist (Ex): The stunning fist extraordinary ability works as the Stunning Fist feat, and though no prerequisites are required (Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher), clockworks do not get the benefits of the prerequisites.</p><p></p><p> Tougher (Ex): The clockwork receives +2 hit points per HD.</p><p></p><p> 3-Point Special Attacks</p><p></p><p> Hardened Carapace (Ex): The clockwork's surface forms hard, armor-like plates. Increase the clockwork's hardness by 10. This ability does not stack with carapace.</p><p></p><p> Quickened Spell-like Ability (Sp): Choose one spell of 2nd-level or below. Once per round, the clockwork can cast the spell as a free action.</p><p></p><p> Spell-like Ability (Sp): Choose one spell of 3rd-level or below. Once per round, the clockwork can cast the spell as a standard action.</p><p></p><p> Spell Resistance (Ex): The clockwork gains a spell resistance of 5 + the clockwork's Hit Dice. </p><p></p><p> Spike Flurry (Ex): The clockwork can send forth a hail of spikes as a standard action. The attack is a cone shape with a range of 60 feet. Anyone caught in the flurry is immediately struck by 2d4 spikes that deal 1d6 damage each. A successful Reflex save (DC 13) halves the damage. This attack can be used only once. The clockwork must have the spiked armor ability to use this attack.</p><p></p><p> Spring Attack (Ex): The spring attack extraordinary ability works as the Spring Attack feat.</p><p></p><p> Tail Slap (Ex): The clockwork has a tail and gains one additional slam attack with an attack bonus equal to its highest attack bonus -2, and it deals damage of 2d8 + 1.5 times its Strength modifier. A clockwork cannot have a tail if it has extra limbs.</p><p></p><p> Toughest (Ex): The clockwork receives +3 hit points per hit die.</p><p></p><p> Whirlwind Attack (Ex): The whirlwind attack extraordinary ability works as the Whirlwind Attack feat.</p><p></p><p>Special Qualities: The clockwork retains all special qualities except those related to its previous type/subtype (since it is now a construct). It gains a hardness rating of 5.</p><p></p><p>Skills: The clockwork has no skills.</p><p></p><p>Feats: It also has no feats.</p><p></p><p>Abilities: Reduce Cha to 1 and change Wis to 11. Since the creature is now a construct, it has no Con or Int score. Increase Str by +4.</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: As base creature +2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: As base creature</p><p></p><p>Sample Clockwork</p><p></p><p>Clockwork Light Warhorse</p><p>Large Construct</p><p>Hit Dice: 3d10+3 (19 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 60 ft., fly 60 ft. (average)</p><p>AC: 24 (-1 size, +1 Dex, +14 natural)</p><p>Attacks: 2 hooves +6 melee; bite +1 melee</p><p>Damage: Hoof 1d6+5; bite 1d4+2</p><p>Face/Reach: 5 ft. by 10 ft./5 ft.</p><p>Special Attacks: Charge</p><p>Special Qualities: Scent, hardness 5, construct</p><p>Saves: Fort +3, Ref +4, Will +1</p><p>Abilities: Str 20, Dex 13, Con --, Int --, Wis 11, Cha 1</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: --</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 1044091, member: 2795"] Here's a clockwork creatures template I wrote up for my campaign: CLOCKWORK CREATURES A clockwork is a magically-animated construct shaped like some animal or beast. They are often used as guards. Like golems, the animating force of an automaton is an elemental spirit. Automatons are invariably constructed out of cleverly articulated steel. Creating a Clockwork Creature "Clockwork" is a template that can be added to any animal, beast, or vermin. The creature's type changes to construct. It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Increase HD to d10 if lower than d10; otherwise do not change. AC: Improve natural AC bonus by +6. Damage: Since its natural weapons are heavier and harder, increase damage as if the base creature's size had increased by one category (see MM, p. 14). Special Attacks: The clockwork retains the base creature's special attacks plus gains 6 points worth of special attacks from the following choices. 1-Point Special Attacks Brawn (Ex): Clockwork does an additional +1 point of damage on a successful melee attack. Multiple selections stack, but you cannot select this ability more than 3 times. Cleave (Ex): The cleave extraordinary ability works as the Cleave feat. Dodge (Ex): The dodge extraordinary ability works as the Dodge feat. Fly (Su): Speed 60 ft. (average). Improved Bull Rush (Ex): The improved bull rush extraordinary ability works as the Improved Bull Rush feat. Power Attack (Ex): The power attack extraordinary ability works as the Power Attack feat. Resistance (Ex): Choose one of fire, cold, acid, electricity, or sonic resistance 5. The same resistance can be chosen multiple times and stacks: For example, picking fire resistance three times would give a total resistance of 15. Spiked Armor (Ex): The clockwork's body is covered in spikes. The spikes function as armor spikes (p. 105, PH). Tough (Ex): The clockwork receives +1 hit point per hit die. Trip (Ex): If the clockwork hits with an attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the clockwork. 2-Point Special Attacks Charge (Ex): If the clockwork charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Carapace (Ex): The clockwork's surface forms hard, armorlike plates. Increase the clockwork's hardness by 5. This ability cannot be taken more than once. Energy Touch (Ex): The clockwork's physical attacks do 1d4 points of energy damage (fire, cold, electricity, sonic, acid) in addition to their standard damage. The type of energy is chosen when the clockwork is manifested. Multiple selections stack and may be of different energy types. Extra Limbs (Ex): The clockwork has an additional set of limbs and can make an additional attack with an attack bonus equal to its highest attack bonus -2. This ability cannot be chosen more than once. Expertise (Ex): The expertise extraordinary ability works as the Expertise feat. Great Cleave (Ex): The great cleave extraordinary ability works as the Great Cleave feat. Heavy Armor (Ex): Additional +4 natural bonus to AC. Improved Critical (Ex): The improved critical extraordinary ability works as the Improved Critical feat. Mobility (Ex): The mobility extraordinary ability works as the Mobility feat. Reach (Ex): The clockwork's limbs elongate, which increases its reach by 5 feet. If the clockwork has the extra arms ability, this ability must be chosen twice to affect both sets of arms. Self-Repairing (Ex): The clockwork heals 2 hit points each round so long as it has at least 1 hit point. Smack Down (Su): Once per day the clockwork can make a normal attack to deal additional damage equal to its HD. Spike Volley (Ex): The clockwork can send forth a volley of 3 spikes as a standard action. This ranged attack has a range of 120 feet with no range increment. These spike attacks are treated as thrown weapons, so the clockwork's Strength bonus is applied to damage. Damage is 1d6 + Strength modifier per spike. The clockwork can use this attack up to three times. The clockwork must have the spiked armor ability to use this attack. This volley can be fired in any direction (including straight up) regardless of the direction the clockwork is facing. Stunning Fist (Ex): The stunning fist extraordinary ability works as the Stunning Fist feat, and though no prerequisites are required (Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher), clockworks do not get the benefits of the prerequisites. Tougher (Ex): The clockwork receives +2 hit points per HD. 3-Point Special Attacks Hardened Carapace (Ex): The clockwork's surface forms hard, armor-like plates. Increase the clockwork's hardness by 10. This ability does not stack with carapace. Quickened Spell-like Ability (Sp): Choose one spell of 2nd-level or below. Once per round, the clockwork can cast the spell as a free action. Spell-like Ability (Sp): Choose one spell of 3rd-level or below. Once per round, the clockwork can cast the spell as a standard action. Spell Resistance (Ex): The clockwork gains a spell resistance of 5 + the clockwork's Hit Dice. Spike Flurry (Ex): The clockwork can send forth a hail of spikes as a standard action. The attack is a cone shape with a range of 60 feet. Anyone caught in the flurry is immediately struck by 2d4 spikes that deal 1d6 damage each. A successful Reflex save (DC 13) halves the damage. This attack can be used only once. The clockwork must have the spiked armor ability to use this attack. Spring Attack (Ex): The spring attack extraordinary ability works as the Spring Attack feat. Tail Slap (Ex): The clockwork has a tail and gains one additional slam attack with an attack bonus equal to its highest attack bonus -2, and it deals damage of 2d8 + 1.5 times its Strength modifier. A clockwork cannot have a tail if it has extra limbs. Toughest (Ex): The clockwork receives +3 hit points per hit die. Whirlwind Attack (Ex): The whirlwind attack extraordinary ability works as the Whirlwind Attack feat. Special Qualities: The clockwork retains all special qualities except those related to its previous type/subtype (since it is now a construct). It gains a hardness rating of 5. Skills: The clockwork has no skills. Feats: It also has no feats. Abilities: Reduce Cha to 1 and change Wis to 11. Since the creature is now a construct, it has no Con or Int score. Increase Str by +4. Climate/Terrain: Any land and underground Organization: Solitary or gang (2-4) Challenge Rating: As base creature +2 Treasure: None Alignment: Always neutral Advancement: As base creature Sample Clockwork Clockwork Light Warhorse Large Construct Hit Dice: 3d10+3 (19 hp) Initiative: +1 (Dex) Speed: 60 ft., fly 60 ft. (average) AC: 24 (-1 size, +1 Dex, +14 natural) Attacks: 2 hooves +6 melee; bite +1 melee Damage: Hoof 1d6+5; bite 1d4+2 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Charge Special Qualities: Scent, hardness 5, construct Saves: Fort +3, Ref +4, Will +1 Abilities: Str 20, Dex 13, Con --, Int --, Wis 11, Cha 1 Climate/Terrain: Any land and underground Organization: Solitary or gang (2-4) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: -- [/QUOTE]
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