Converting Monsters from D&D Official Video Games


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Back to the mini, then...

Copper Automaton, Miniature
CLIMATE/TERRAIN: Any/Ruins
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Constant
DIET: None
INTELLIGENCE: Low (5)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1 (20%)
3-18 (80%)
ARMOR CLASS: 5
MOVEMENT: 7
HIT DICE: 3 + 3
THACØ: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-4 / 1-4
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Spell
Immunities
MAGIC RESISTANCE: Nil
SIZE: M (3’-5’)
MORALE: Fearless (20)
EXP. POINT VALUE: 120

Miniature copper automatons are very similar to their larger counterpart, the copper automaton. They are magical statues of copper and bronze with numerous levers and gears churning inside of them all held together by magical enchantments.

As they are creations, automatons look quite different from one another. Some have blocky bodies and long arms while others look more like small human knights. All of them are corroding and have blank eyes.

The miniature versions are not as well made as the larger automatons and thus cannot manipulate objects very well. However, a simple task like pulling a switch or turning a door knob is possible.

Combat: Miniature copper automatons attack with their two metallic hands, clubbing or pinching with fair strength for 1 to 4 points of damage per limb. They do not share the heat-generating abilities of their larger versions.

The automatons can only be healed, or repaired, by the combined efforts of a wizard of at least 6th-level and a well-trained smith. With this team, the automaton recovers 1 to 8 hit points per day. Once killed, or destroyed, the automaton may not be rebuilt.

Habitat/Society: Miniature copper automatons are the creations of wizards not powerful enough to create larger automatons, or not desiring to pay the additional expenses for them. Upon inception, and changeable at any time thereafter, the mage gives the mass of clinking parts a simple task to carry out. Some are used to stand guard over the tombs of their dead masters, others patrol dungeons warding against intruders, and some are used as slave labor doing the most simple, but laborious work. They perform any service within their limited mental grasp.

The method of forming a miniature automaton is not a well-kept secret. Any wizard of at least 6th-level with 2,000 gold pieces can build one. The whole process takes about two weeks, and requires copper ore, iron gears, lead counterweights and a gemstone worth at least 500 gold pieces to center the wizard’s magical energies. Also needed is half of an oil of slipperiness vial to keep the gears turning.

Ecology: Miniature Copper Automatons need no food, no rest, no external energy source and no loving encouragement. They are completely unnatural, with no niche in the ecological balance.

Source: Al-Qadim: Genie's Curse, p. 49.
 

At 3-5 feet tall, we could just as easily make them Small as Medium, helping to differentiate them from the standard copper automaton.
 

Shade said:
At 3-5 feet tall, we could just as easily make them Small as Medium, helping to differentiate them from the standard copper automaton.

Yup, let's do that. So this should just be a size reduced copper automaton w/o heat, I guess.
 

freyar said:
So this should just be a size reduced copper automaton w/o heat, I guess.
That's fine but I would suggest penalizing their Dex, see below

The miniature versions are not as well made as the larger automatons and thus cannot manipulate objects very well. However, a simple task like pulling a switch or turning a door knob is possible.

Regards
Mortis
 


shrunken copper automaton

Thought I'd take a first crack at the mini copper automaton by shrinking the regular one to small and reducing HD. I've also removed heat and clockwork balance and given a Dex penalty as Mortis noted.

Small Construct
Hit Dice: 3d10+10 (26 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (+7 natural, +1 small), touch 11, flat-footed 18
Base Attack/Grapple: +2/-2
Attack: Slam +2 melee (1d4)
Full Attack: 2 slams +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 11, Dex 8, Con -, Int 5, Wis 11, Cha 1
Skills: Listen +2, Spot +5
Feats: Alertness
Environment: Any land and underground
Organization: Solitary, pair, or gang (3-18)
Challenge Rating: x
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -

Immunity to Magic (Ex): A copper automaton is immune to any spell or spell-like ability that allows spell resistance.

I think I did that right. :heh:
 

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