Wednesday, July 13, 2016

Clockworks I

Clockwork Beetle

Small construct, unaligned

Armor Class

15 (natural armor)

Hit Points

18 (4d8 + 20)

Speed

30 ft.
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 4 (-3) 12 (+1) 1 (-5)

Skills

Perc +3, Stealth +4

Damage Immunities

poison, psychic

Damage Resistances

fire

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

passive Perception 13

Languages

Understands a language of its creator but cannot speak

Challenge

1/2 (100 XP)

Clockwork Outfitting.

Each clockwork beetle is outfitted with either a Spy or Repair module.

Keen Hearing.

The beetle has advantage on Wisdom (Perception) checks that rely on hearing.

Spy Module

The beetle has a fly speed of 30 ft.It can choose to record up to 10 minutes of sound that it hears and can reproduce this recording perfectly.

Actions

Sting.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.

Repair Module (Recharge 5-6).

The beetle restores 16 (3d10) hit points to another clockwork within 5 ft. that is Large size or larger.

Detonate.

The clockwork beetle detonates an explosive within its own body, instantly destroying itself. Creatures within 10 ft. of the beetle must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much on a successful one.



Clockwork Soldier

Medium construct, unaligned

Armor Class

18 (natural armor, shield)

Hit Points

39 (6d8 + 12)

Speed

30 ft.
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 15 (+2) 4 (-3) 8 (-1) 1 (-5)

Damage Immunities

poison, psychic

Damage Resistances

fire

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

passive Perception 11

Languages

Understands a language of its creator but cannot speak

Challenge

1 (200 XP)

Clockwork Outfitting.

Each soldier is outfitted with either a Net Gun or Grappling Hook module.

Actions

Spear.

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or +1 to hit, reach 40/80 ft., one target. Hit: 9 (2d6+2) piercing damage, or 6 (2d6-1) piercing damage.

Net Gun Module (Recharge 5-6).

Ranged Weapon Attack:+5 to hit, range 20/40 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Grappling Hook Module (Recharge 5-6).

The soldier launches a grappling hook attached to a cord towards a target within 60 ft. If the hook catches a solid object, it becomes attached, and the soldier can pull itself 30 ft. towards the attached point on its turn as a bonus action. If it targets a creature, they must make a DC 11 Dexterity saving throw or become grappled. An extended grappling hook may not be used again until it is retracted. The cord may be cut by dealing 15 slashing damage to it (AC 10).


Clockwork Spider Tank

Large construct, unaligned

Armor Class

18 (natural armor)

Hit Points

65 (10d8 + 20)

Speed

40 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 4 (-3) 11 (+0) 1 (-5)

Damage Immunities

poison, psychic

Damage Resistances

fire

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

passive Perception 13

Languages

Understands a language of its creator but cannot speak

Challenge

3 (700 XP)

Clockwork Outfitting.

Each spider tank is outfitted with one of theFlame Jet, Grease Spray, Smoke Cloud, or Electroharpoon modules.

Actions

Multiattack.

The spider tank makes two attacks with its slash or, if it has them, its electroharpoons.

Slash.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Electroharpoon Module.

Ranged Weapon Attack:+5 to hit, range 40/80 ft., one target. Hit: 7 (1d10 + 2) piercing damage and 7 (2d6) lightning damage, and the target must make a DC 12 Constitution saving throw or be stunned until the end of their next turn.

Flame Jet Module (Recharge 5-6).

The spider tank emites a jet of fire in a 15-ft. cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.

Grease Spray Module (Recharge 5-6).

The spider tank launches a glob of grease towards a location it can see within 40 ft. of it, functioning as the spell grease (DC 13). Additionally, creatures standing in the targeted area are coated in the grease for 1 minute. Until they clean themselves off as an action, they automatically leave a trail when they move (even if they're not visible) and have vulnerability to fire damage.

Smoke Cloud Module (Recharge 5-6).

The spider tank emits thick smoke, quickly filling a 30-ft. cone adjacent to it, and lasting for 10 rounds. Vision within the affected area is heavily obscured. A strong wind thins the cloud quickly, ending the effect after one round.

No comments:

Post a Comment