Manigeitora
2011-08-09, 08:41 PM
Unlike other golems, Clockwork Golems are not immune to critical hits.
NOTE: The Stasis ability is basically just for story purposes.
Small Clockwork Golem
Medium Construct
HD: 4d10 (22 HP)
Initiative: -1 (Dex)
Speed: 15 Feet (Can't run)
AC: 16 (-1 Dex, +7 Natural)
Attacks: Claw +3 Melee
Damage: Claw d6+3
Abilities: Magic immunity, Stasis, Wind-Up
Fort +1 Ref +3 Will +0
STR 16 DEX 9 WIS 10 CHA 1
Large Clockwork Golem
Large Construct
HD: 6d10 (33 HP)
Initiative: -2 (Dex)
Speed: 15 Feet (Can't run)
AC: 18 (-2 Dex, +10 Natural)
Attacks: Punch +5 Melee, Shot -2 Ranged (30 ft)
Damage: Punch d8+5, Shot d4
Abilities: Magic immunity, Stasis, Wind-Up, Artillery
Fort +3 Ref +0 Will +0
STR 20 DEX 7 WIS 10 CHA 1
Wind-Up: A clockwork golem can spend 1 turn winding its gears to give itself a +1 attack and damage bonus on the next turn. This does not provoke attacks of opportunity.
Stasis: When a clockwork golem reaches between 0 and 3 HP, it shuts down and returns to its post to avoid from being completely destroyed.
Artillery: Large clockwork golems can spend two turns activating Artillery mode. This disables their movement as well as their punch attack, but makes their Shot attack +2/2d4+2/60ft.
NOTE: The Stasis ability is basically just for story purposes.
Small Clockwork Golem
Medium Construct
HD: 4d10 (22 HP)
Initiative: -1 (Dex)
Speed: 15 Feet (Can't run)
AC: 16 (-1 Dex, +7 Natural)
Attacks: Claw +3 Melee
Damage: Claw d6+3
Abilities: Magic immunity, Stasis, Wind-Up
Fort +1 Ref +3 Will +0
STR 16 DEX 9 WIS 10 CHA 1
Large Clockwork Golem
Large Construct
HD: 6d10 (33 HP)
Initiative: -2 (Dex)
Speed: 15 Feet (Can't run)
AC: 18 (-2 Dex, +10 Natural)
Attacks: Punch +5 Melee, Shot -2 Ranged (30 ft)
Damage: Punch d8+5, Shot d4
Abilities: Magic immunity, Stasis, Wind-Up, Artillery
Fort +3 Ref +0 Will +0
STR 20 DEX 7 WIS 10 CHA 1
Wind-Up: A clockwork golem can spend 1 turn winding its gears to give itself a +1 attack and damage bonus on the next turn. This does not provoke attacks of opportunity.
Stasis: When a clockwork golem reaches between 0 and 3 HP, it shuts down and returns to its post to avoid from being completely destroyed.
Artillery: Large clockwork golems can spend two turns activating Artillery mode. This disables their movement as well as their punch attack, but makes their Shot attack +2/2d4+2/60ft.