Converting Monsters from D&D Official Video Games

freyar said:
I'll have to go look at the regular automatons, but I'd guess this bit means we should aim for STR 10-11 with a slam or claw attack of 1d4.

Note that the standard copper automaton has yet to be converted as well.
 

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Medium Construct
Armor Class 15 (+5 natural)
Full Attack: 2 slams +x melee (1d4)
Abilities: Str 11, Dex 10, Con -, Int 5, Wis 11, Cha 1
The stat block states spell immunities, but I can't see where it says what those immunities are. Could give them "immune to any spell that allows spell resistance".
 

Bonus conversion time!

I think in order to best covert these critters we'll need to convert the regular copper automaton either first or in tandem.

Copper Automaton
CLIMATE/TERRAIN: Ruins
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Constant
DIET: None
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1 (90%) or 3-18 (10%)
ARMOR CLASS: 3
MOVEMENT: 9
HIT DICE: 6
THACØ: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/ 1-6 or 2-12/2-12
SPECIAL ATTACKS: Heat
SPECIAL DEFENSES: Spell Immunities
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Fearless (20)
EXP. POINT VALUE: 650

Copper automatons are magical statues of copper and bronze with hidden weights, levers, and clockwork gears, all of which are held together by enchantments that cause them to move and attack under particular circumstances.

Copper automatons are the results of artifice and skill, and as such, these human figures of copper, iron, and bronze reflect the whims and preferences of their makers. Some are tall and long-legged, others short and stocky, but all share the same blank eyes and corroding surfaces. Their metal plates are sometimes embellished with silver or golden inlays. They are usually sculpted to resemble warriors in armor, but they may just as easily look like nobles, peasants, or even humanoid monsters.

Slow but limber, their movements are regulated by the orders given to them by their creators. Their mechanical limbs respond quickly and powerfully, and their articulation is almost as good as a human's--their fingers can grasp, their waists can bend, and their walk is even, if not as fast as a human's.

Combat: Copper automatons attack with their fists, which normally strike twice for 1d6 points of clubbing damage. After a single round of combat, however, their fists glow from internal heat and their stunningly powerful blows now also do burning damage for a total of 2d6 points of damage per strike. Creatures immune to heat continue to suffer only 1d6 from the force of the blows themselves.

Copper automatons are capable of handling weapons, and some powerful creators give their copper automatons magical weaponry to use in combat. These are almost always matched sets of scimitars, daggers, maces, or small axes. They may make two attacks per rounds with these weapons without penalty, though the attacks cannot be split among opponents. They can heat iron weapons to a red-hot glow in two rounds; for the first two rounds their weapons do normal damage, but each round thereafter they add an additional 1d6 damage to each blow.

Copper automatons can only be healed through repair of their metal components and the replenishment of their enchantments. A wizard and a smith working together can heal a copper automaton of 1d8 points of damage per day. If an automaton is ever brought to 0 hp, it cannot be rebuilt, except from scratch.

Habitat/Society: Copper automatons are the creations of wizards and aartificers and are intricate, clocklike gearworks interwoven with magic spells to create creatures more mobile and less awkward than golems. They are often used as slave labor in smithies, construction projects, and water works, though the magically-armed ones often act as guardians for valuables left in wizards' homes while they travel the world. Their sleepless, unetiring, uncomplaining labor can bring wonders into existence in short periods of time or in unlikely places. Palaces in the desert, clearned and carefully tended plots in the jungle, or terraced gardens in the mountians built and tended by copper automatons have all been reported by travelers.

The secret of createing copper automatons is known only to a few, and they are reluctant to share their knowledge. It requires a mage of at least 9th-level and a minimum of 10,000 gp to create a copper automaton. The whole process takes at least two months and involves the use of magma, copper ore, iron gears, and lead counterweights, and at least a single diamond as the source of the copper automaton's magical heat channels. In addition to its purely physical framework, magical ingredients are required to weave the needed enchantments around the physical chassis. These additional requirements include oil of slipperiness (for the gears) and the blood of a salamander or fire snake--even when they are available, the price of these ingredients varies from dear to exorbitant, and this expense may double the cost of an automaton for a mage unable to produce or obtain the ingredients himself.

Ecology: Copper Automatons require no food, no rest, no external energy source. They are entirely unnatural creatures, and have no role in natural ecologies.

The secret of creating copper automatons is said to have been granted to human mages by the efreet, who hoped that they could in time take control of the automatons to establish their own rulership of human lands. The seclusion of copper automatons from most civilized places has negated this plan.

Source: MC13 (1992)
 

It's funny that the miniature and the standard are both size "M".
I would say the standard should be Medium Constructs, and the Minis should be Small Constructs.

We can do the standards first; they are more complex than the minis.
Medium Construct
Speed: 20 ft. (cannot run)
Abilities: Str 15, Dex 10, Con -, Int 5, Wis 11, Cha 1
Armor Class: 18 (+8 natural)
Full Attack: 2 slams +x melee (x+2); or 2 scimitars +x melee (x+2) (or 2 axes, or 2 daggers, etc; I would say we should include one weapon in the attack line, and leave the flavor text to describe they can be armed with different weapons).

Heated Strike (Ex): on the round after a Copper Automaton enters combat, its fists become heated, glowing a cherry red color. Thereafter, all slams deal an additional 1d6 points of fire damage. If the Copper Automaton is wielding a weapon, the weapon becomes heated on the round after its fists become heated. Thereafter, all weapon attacks deal an additional 1d6 points of fire damage.
 

Added to Homebrews.

I dropped the "can't run" bit as golems no longer have this limitation in 3.5.

I changed AC to 17 as that is a direct translation per the conversion guide of its 2e AC.

I went with the rest of what dhaga suggested.
 

Should we give it some kind of super two-weapon fighting so that it can treat any two weapons as light and/or get rid of the -2 penalty (that is usually the best you can do with two weapons)? Or do you just want to give it Two-weapon fighting as a bonus feat?
 

Allowing them to treat any one-handed weapon as light is a fun idea.

AbilityName (Ex): Copper Automatons treat any one-handed simple or martial weapon as light, for purposes of determining two-handed fighting penalties.
 
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dhaga said:
Allowing them to treat any one-handed weapon as light is a fun idea.

AbilityName (Ex): Copper Automatons treat any one-handed simple or martial weapon as light, for purposes of determining two-handed fighting penalties.

Sounds good. Maybe call it "Clockwork Balance"?
 

Clockwork Balance sounds fine to me. I can't come up with anything else, let alone anything better ;)

I opt for straightforward feats. Great Fortitude to make them a little heartier, perhaps, Power Attack, and 1 more?
 
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Well, there's always Cleave if we go the Power Attack route. I think Two-Weapon Fighting should be a bonus feat, and that would open up some other options, too.
 

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