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Clockwork Template

Clockwork creatures have the same general form as their normal counterparts, but are made entirely out of metal, wires, and faintly clicking gears. They have clear, reflective lenses for eyes, and their clawlike hands end in sharpened steel.

Creating a Clockwork Creature

“Clockwork” is a template that can be added to any creature of the animal or vermin type. It uses all the base creature’s statistics and special abilities except as noted below.

Size: The creature’s size changes to “Medium” if of Small size or smaller. If Huge or larger, the creature’s size changes to “Large”.

Type: The creature’s type changes to “Construct.” It loses all subtypes and does not gain the “Augmented” subtype. Recalculate base attack bonus, saving throws, feats, and skills accordingly.

Hit Dice: Change to d10. In addition, the creature gains bonus hit points based upon its size: +10 hit points for a Small creature, +20 for a Medium creature, and +30 for a Large creature.

Speed: As base creature.

Armor Class: The metal chassis is composed of unyielding steel, granting it a natural armor bonus of +5.

Base Attack Bonus: As a construct, a clockwork’s base attack bonus is equal to 3/4 its Hit Dice (as a cleric).

Attack: A clockwork retains all the natural attacks of the base creature.

Special Attacks: A clockwork loses all supernatural special attacks, spell-like abilities, and extraordinary special attacks for which a target’s saving throw is based on the clockwork’s Constitution score. It retains any extraordinary special attacks that do not allow a saving throw (such as rake, rend, or constrict), or any for which the target’s saving throw is based on Strength of Dexterity.

Special Qualities: A clockwork loses all the special qualities of the base creature, but it gains the special qualities given below:

Damage Reduction: A clockwork gains damage reduction based on its Hit Dice:

Hit Dice Damage Reduction
1-3 1/adamantine
4-6 3/adamantine
7-10 5/adamantine
11-15 7/adamantine
16-20 10/adamantine

Construct: Immune to poison, sleep, paralysis, stunning, polymorphing, and mind-influencing effects. Not subject to critical hits. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Cannot heal damage on their own. Constructs posseess low-light vision as well as darkvision to a range of 60 feet.

Saves: Base save bonuses are Fortitude + 1/3 HD, Reflex + 1/3 HD, and Will + 1/3 HD.

Abilities:A clockwork’s Strength score is increased by +4, and it takes a -2 penalty to Dexterity. It has no Constitution or Intelligence score, and has Wisdom 11 and Charisma 1.

Skills: A clockwork loses all skill points.

Feats: A clockwork loses all feats except for those feats which improve its attacks (such as Improved Natural Attack, Multiattack, Weapon Finesse, or Weapon Focus).

Challenge Rating: Same as base creature +1.

Alignment: Always Neutral.

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