Duboris
2012-10-08, 12:48 AM
My group is going to be asked by a Adult Green Dragon to go into the nearby abandoned mine shaft and receive a gem for his hoard as a cost for him not eating them. At the end of all the perils that this place holds, there is a rather large, old, rusty clockwork machine at the bottom of the shaft which has lied dormant for centuries.
This machine is actually an age-old construct that's sole purpose was the harvesting of precious metals and gems, namely diamonds. While it was crude and inaffective at it's job, it did manage to find one beauty, a diamond easily worth 75,000 gold on any market. The group notices that this diamond was clutched in the clockwork's right hand, which a strength check is required to dislodge.
Upon dislodging the diamond, or dealing damage to the construct, it immediately whirs to life, ready to crush the potential thieves.
There are 6 level 4's in my PC group, containing 1 Wizard, 1 Cleric, 1 Tank fighter, 1 Two handed Fighter, 1 Ranger, and 1 druid.
Is a CR 8 too much to throw at these people?
XP 6,200
N Large construct (clockwork)
Init +6; Senses darkvision 120 ft., low-light vision; Perception -5
DEFENSE
AC 17, touch 10, flat-footed 15
hp 7d10+30 92
Fort +2, Ref +3, Will -2
DR 5/adamantine, Electricity; Immune construct traits
Weaknesses vulnerable to electricity
OFFENSE
Speed 30 ft. Burrow 40 ft
Melee 2d6+10 plus grab (It only slams with 1 hand)
Special Attacks Grinding Rush
STATISTICS
Str 30, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +15; CMB +17 (+4 grapple); CMD 29 (33 vs grapple)
Feats Improved InitiativeB, Lightning ReflexesB
Grinding Rush
A charge attack performed by the earth mover with it's grinding arm at full speed. Allows a reflex save to negate all damage. (DC 16) Does not provoke an attack of opportunity.
Magic Affinity
Because of a Clockwork Earthbreaker's tendency to seek out magical gems in the earth, it has a special tendency to proceed directly toward a source of magic, making spellcasters a prime target. If a magic of any sort is cast in the 150 foot radius of a Clockwork Earthmover, it will likely grinding rush toward said caster.
Self Destruction
When a Clockwork Earth Mover is reduced to 10% or less of it's total hit points (In this case an hp of 9) it starts to jitter, and sort of seize as it moves, making spasms and screeching loudly. 2 turns after it begins, it will explode violently, doing 3d6 slashing damage to everything within 20 feet of it. If it destroyed in that time, it simply sits there, and explodes without the warning, provided you do more than 10% of it's health before it has time to seize.
The Effects of Using Knowledge's
When first meeting a Dormant Clockwork Earthmover, a Knowledge 17 History or Engineering check will tell you that these great machines were both lousy at their jobs, but not lacking in raw industrial power. They Seeked priceless gems out of everything for their magical uses, and simply honed in on their presence.
A knowledge 21 in Engineering (Not History) will tell you that Clockwork Earthmover's could sense magical gems within 150 feet of them with the most minute bits of magic. A mage casting a spell, due to it's lack of intelligence, would be considered a massive gem to it, in which case it would attempt to "mine" that mage in a rather bloody spectacle.
A knowledge 24 Engineering before the fight will tell you that this Clockwork earth mover in particular is very, very old, and very, very volatile. Not only does it believe that you are thieves, it also is prone to exploding when dealt enough damage.
While a clockwork Earthmover is Spasming, a Knowledge 16 Engineering will tell you that it's about to explode, otherwise, if you get it wrong, you'll be told that it is merely shrieking from it's extensive damage.
This machine is actually an age-old construct that's sole purpose was the harvesting of precious metals and gems, namely diamonds. While it was crude and inaffective at it's job, it did manage to find one beauty, a diamond easily worth 75,000 gold on any market. The group notices that this diamond was clutched in the clockwork's right hand, which a strength check is required to dislodge.
Upon dislodging the diamond, or dealing damage to the construct, it immediately whirs to life, ready to crush the potential thieves.
There are 6 level 4's in my PC group, containing 1 Wizard, 1 Cleric, 1 Tank fighter, 1 Two handed Fighter, 1 Ranger, and 1 druid.
Is a CR 8 too much to throw at these people?
XP 6,200
N Large construct (clockwork)
Init +6; Senses darkvision 120 ft., low-light vision; Perception -5
DEFENSE
AC 17, touch 10, flat-footed 15
hp 7d10+30 92
Fort +2, Ref +3, Will -2
DR 5/adamantine, Electricity; Immune construct traits
Weaknesses vulnerable to electricity
OFFENSE
Speed 30 ft. Burrow 40 ft
Melee 2d6+10 plus grab (It only slams with 1 hand)
Special Attacks Grinding Rush
STATISTICS
Str 30, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +15; CMB +17 (+4 grapple); CMD 29 (33 vs grapple)
Feats Improved InitiativeB, Lightning ReflexesB
Grinding Rush
A charge attack performed by the earth mover with it's grinding arm at full speed. Allows a reflex save to negate all damage. (DC 16) Does not provoke an attack of opportunity.
Magic Affinity
Because of a Clockwork Earthbreaker's tendency to seek out magical gems in the earth, it has a special tendency to proceed directly toward a source of magic, making spellcasters a prime target. If a magic of any sort is cast in the 150 foot radius of a Clockwork Earthmover, it will likely grinding rush toward said caster.
Self Destruction
When a Clockwork Earth Mover is reduced to 10% or less of it's total hit points (In this case an hp of 9) it starts to jitter, and sort of seize as it moves, making spasms and screeching loudly. 2 turns after it begins, it will explode violently, doing 3d6 slashing damage to everything within 20 feet of it. If it destroyed in that time, it simply sits there, and explodes without the warning, provided you do more than 10% of it's health before it has time to seize.
The Effects of Using Knowledge's
When first meeting a Dormant Clockwork Earthmover, a Knowledge 17 History or Engineering check will tell you that these great machines were both lousy at their jobs, but not lacking in raw industrial power. They Seeked priceless gems out of everything for their magical uses, and simply honed in on their presence.
A knowledge 21 in Engineering (Not History) will tell you that Clockwork Earthmover's could sense magical gems within 150 feet of them with the most minute bits of magic. A mage casting a spell, due to it's lack of intelligence, would be considered a massive gem to it, in which case it would attempt to "mine" that mage in a rather bloody spectacle.
A knowledge 24 Engineering before the fight will tell you that this Clockwork earth mover in particular is very, very old, and very, very volatile. Not only does it believe that you are thieves, it also is prone to exploding when dealt enough damage.
While a clockwork Earthmover is Spasming, a Knowledge 16 Engineering will tell you that it's about to explode, otherwise, if you get it wrong, you'll be told that it is merely shrieking from it's extensive damage.