| Size/Type: | Large Construct |
|---|---|
| Hit Dice: | 15d10+30 (112 hp) |
| Initiative: | +0 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 24 (-1 size, +15 natural), touch 9, flat-footed 24 |
| Base Attack/Grapple: | +11/+21 |
| Attack: | Scythe +18 melee (2d6+10, x4) or Slam +17 melee (1d8+6) |
| Full Attack: | Scythe +18 melee (2d6+10, x4), Scythe +13 melee (2d6+10, x4) or 2 slams +12 melee (1d8+6) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | — |
| Special Qualities: | Construct traits,
darkvision 60 ft.,
fast healing 5, find target, press assault, lesser invulnerability, low-light vision |
| Saves: | Fort +5, Ref +5, Will +5 |
| Abilities: | Str 22, Dex 10, Con Ø, Int Ø, Wis 10, Cha 1 |
| Environment: | Any |
| Organization: | Solitary |
| Challenge Rating: | 12 |
| Treasure: | Scythe |
| Alignment: | Always neutral |
| Advancement: | 16-24 HD (Large); 25-45 HD (Huge) |
| Level Adjustment: | — |
Created as enforcers for spellcasters, clockwork reapers are constructs that ruthlessly hunt their prey. When it is fashioned, a clockwork reaper is keyed to a particular creature. It pursues the creature tirelessly across the plane, until that creature is slain or gone. After a clockwork reaper accomplishes its task, the magic that binds it together begins to unravel, and it journeys toward the place of its creation. It falls apart after 1d20+15 days unless repaired by a spellcaster capable of creating it (who would then, presumably, give it a new target.) If the target returns to the plane in that time, the magical decay is halted, and the clockwork reaper resumes its activity. A repaired clockwork reaper can instead be directed to guard the plane against its original target; if the target reappears, the reaper will halt whatever it is doing and go to fulfill its directive.
A clockwork reaper is some 9 feet tall and weighs more than 1,200 pounds.
Clockwork reapers cannot speak. They are capable of understanding only the simplest of commands, and will only obey the one who designates their target. Should a clockwork reaper be given a command that directly contradicts its directive to eliminate its target, it will rebel and become entirely uncontrollable, seeking to first eliminate its target, and then eliminate all life it encounters.
Clockwork reapers are straightforward in battle, slicing through the enemy. They are capable of taking fair amounts of punishment as well as delivering it.
As long as a clockwork reaper and its target are on the same plane, the clockwork reaper can find its target unerringly.
If within range, a clockwork reaper moves swiftly to assault its target, hampering movement. All attacks against the target gain a +2 circumstance bonus when the clockwork reaper is adjacent to its target.
Reaper Scythe, +1 life-drinker cold iron scythe [2d6 x4, 20 lb. piercing or slashing. A life-drinker bestows two negative levels on its target and one on its wielder whenever it deals damage. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. In the hands of another creature, it is merely a +1 cold iron scythe, suitable for a Large creature.]
A clockwork reaper and its scythe are immune to all spell effects of 3rd level or lower. If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser invulnerability stops it.
A clockwork reaper is built from wood, bronze, stone, and steel. The materials cost 5,000 gp. The creator must also have a sample of blood, tissue, or hair from the intended target.
The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The reaper's scythe is fashioned at the same time, and its cost (17,023 gp) is included in the cost of the guardian. After the body is sculpted, the clockwork reaper is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together. A clockwork reaper with more than 15 Hit Dice can be created, but each additional Hit Die adds +5,000 gp to the market price, and the price increases by +20,000 gp if the creature’s size increases to Huge, modifying the cost to create accordingly.
CL 15th; Craft Construct, Craft Magic Arms and Armor, enervation, lesser globe of invulnerability, limited wish, discern location, caster must be at least 15th level; Price 180,000 gp; Cost 95,000 gp + 6,724 XP.
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2005 Moritheil.
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