Converting Monsters from D&D Official Video Games


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How's this? I added cat's grace to the mix to account for the clockwork balance.

CONSTRUCTION

A copper automaton is crafted from 500 pounds of magma, copper ore, iron gears, and lead counterweights, and requires a 1,000 gp diamond as the focus for its magical heat channels. In addition, the blood of a salamander or fire snake is needed to provide the magical heat. The costs of these ingredients can vary widely, assuming they can even be found. Assembling the body requires a DC 15 Craft (metalworking?) check.

CL 9th; Craft Construct, cat's grace, grease, heat metal, caster must be at least 9th level; Price 10,000 gp; Cost 4,500 gp + 400 XP.
 



I noticed both the standard and mini copper automaton have this line "SPECIAL DEFENSES: Spell Immunities". However, the neither's description explains what spells in particular to which they have immunity.

Suggestions?

I'd say fire wouldn't hurt them, due to their heat ability. Maybe a cold effect negates their heat ability and/or suppresses it for x rounds?
 

Immune to Fire, cold deals no damage, but if they fail a Fort save (standard DC), their Heat ability is suppressed for 1d6 rounds?
 

This sounds about right. I haven't looked at the other 3e automatons yet; do they get immunity to all spells that allow SR like golems?
 

freyar said:
This sounds about right. I haven't looked at the other 3e automatons yet; do they get immunity to all spells that allow SR like golems?

Nope. The hammerer and pulverizer have no special immunity to magic, nor do they have spell resistance.

Looking at some other golems, a good way to represent the immune to fire/cold negates heat thing would be:

A cold effect suppresses the copper automaton's heat ability for 1d6 rounds, with no saving throw.

A fire effect restores the heat ability, if suppressed, and cures 1 point of damage for each 3 points of damage it would otherwise deal. The copper automaton does not get a saving throw against fire effects.
 


Updated in Homebrews.

With addition of immunity to magic, I'd suggest we bump them up to CR 4. They are sufficiently stronger than some of the other CR 3 golems I checked, although on the low end of CR 4. Thoughts?
 

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