Zeal
2005-09-04, 10:03 PM
The Clockworks
The Clockworks are tiny constructs bound to certain high maintenance objects or buildings. The Clockworks protects and repairs their objects with their lives. They often attack vandals or even people who purchase the object and decide to modify it.
There are three know varieties of Clockworks:
Makrits; A swarm of miniature Clockworks, the guardians of buildings
Hirits; Tiny Clockworks; guardians of items
Vudh; Small winged Clockworks; guardians of powerful magical sites or items
Makrit Swarm
Diminutive Construct (Swarm)
Hit Dice: 2d10(10 hp )
Initiative: +3
Speed: 15 ft. (3 squares)
Armour Class: 17 (+4 size, +3 Dex ), touch 17, flat-footed 14
Base Attack/Grapple: +0/+0
Attack: Swarm (1d6 )
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Construct Traits, Swarm Traits, Darkvision 60ft, low-light vision
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 17, Con 0, Int 10, Wis 12, Cha 10
Environment: Material plane
Organization: Solitary or Crew (2-4 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful neutral
Advancement: None
Level Adjustment: –
A large swarm of what look like cogs sweep across the floor destroying all foreign material in its path.
Combat
A Makrit Swarm seeks to surround and attack any living being it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex)
Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Hirit
Tiny Construct
Hit dice: 4d10 (20 hp)
Initiative: +1
Speed: 40ft (8 squares)
Armour Class: 13 (+2 size, +3 Dex) touch 13, flat-footed 12
Base Attack/Grapple: +3/+0
Attack: Slam +3 melee (1d8)
Full Attack: 2 Slams +3 melee (1d8)
Space/Reach: 2.5 ft. /5 ft.
Special Attacks: Spell like abilities
Special Qualities: Construct Traits, Darkvision 60ft, low-light vision
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 17, Con 0, Int 10, Wis 12, Cha 10
Skills: Hide +6, Move Silently +4,
Feats: Power Attack
Environment: Material plane
Organization: Solitary or Crew (5-10)
Challenge Rating: 1
Treasure: Standard
Alignment: Always lawful neutral
Advancement: None
Level Adjustment: –
A small brass imp-like construct lurks in the shadow watching for weakness
Combat
Hirit scorn physical combat, preferring to hide in the shadows and pick their foes off one by one.
Spell like abilities
At will- prestidigitation, alarm
Vudh
Small Construct
Hit dice: 4d10+10 (30 hp)
Initiative: +1
Speed: 40ft (8 squares), Fly 60ft (perfect)
Armour Class: 18 (+1 size, +3 Dex, +5 Natural) touch 14, flat-footed 16
Attack: Slam +3 melee (1d8)
Full Attack: 4 Slams +3 melee (1d8)
Space/Reach: 5 ft. /5 ft.
Special Qualities: Construct Traits, Darkvision 60ft, low-light vision, damage reduction 5/Piercing, Magic Immunity, Antimagic Field
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 17, Con 0, Int 10, Wis 12, Cha 10
Feats: Power Attack
Environment: Material plane
Organization: Solitary or Pair
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful neutral
Advancement: None
Level Adjustment: –
A Brass orb, about two feet in length, with six limbs protruding from the main orb, flies above the area in a slow spiral.
Combat
Vudh carefully analyze their opponents before sweeping in from the sky, quickly defeating spell casters first and anyone with ranged ability.
Antimagic Field (Su)
A Vudh constantly generates an antimagic field in a 100-foot-radius. The field is an invisible barrier that is impervious to most magical effects, including spells, Spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. This effect is otherwise as an antimagic field cast by a 12th-level caster.
The Clockworks are tiny constructs bound to certain high maintenance objects or buildings. The Clockworks protects and repairs their objects with their lives. They often attack vandals or even people who purchase the object and decide to modify it.
There are three know varieties of Clockworks:
Makrits; A swarm of miniature Clockworks, the guardians of buildings
Hirits; Tiny Clockworks; guardians of items
Vudh; Small winged Clockworks; guardians of powerful magical sites or items
Makrit Swarm
Diminutive Construct (Swarm)
Hit Dice: 2d10(10 hp )
Initiative: +3
Speed: 15 ft. (3 squares)
Armour Class: 17 (+4 size, +3 Dex ), touch 17, flat-footed 14
Base Attack/Grapple: +0/+0
Attack: Swarm (1d6 )
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Construct Traits, Swarm Traits, Darkvision 60ft, low-light vision
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 17, Con 0, Int 10, Wis 12, Cha 10
Environment: Material plane
Organization: Solitary or Crew (2-4 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful neutral
Advancement: None
Level Adjustment: –
A large swarm of what look like cogs sweep across the floor destroying all foreign material in its path.
Combat
A Makrit Swarm seeks to surround and attack any living being it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex)
Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Hirit
Tiny Construct
Hit dice: 4d10 (20 hp)
Initiative: +1
Speed: 40ft (8 squares)
Armour Class: 13 (+2 size, +3 Dex) touch 13, flat-footed 12
Base Attack/Grapple: +3/+0
Attack: Slam +3 melee (1d8)
Full Attack: 2 Slams +3 melee (1d8)
Space/Reach: 2.5 ft. /5 ft.
Special Attacks: Spell like abilities
Special Qualities: Construct Traits, Darkvision 60ft, low-light vision
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 17, Con 0, Int 10, Wis 12, Cha 10
Skills: Hide +6, Move Silently +4,
Feats: Power Attack
Environment: Material plane
Organization: Solitary or Crew (5-10)
Challenge Rating: 1
Treasure: Standard
Alignment: Always lawful neutral
Advancement: None
Level Adjustment: –
A small brass imp-like construct lurks in the shadow watching for weakness
Combat
Hirit scorn physical combat, preferring to hide in the shadows and pick their foes off one by one.
Spell like abilities
At will- prestidigitation, alarm
Vudh
Small Construct
Hit dice: 4d10+10 (30 hp)
Initiative: +1
Speed: 40ft (8 squares), Fly 60ft (perfect)
Armour Class: 18 (+1 size, +3 Dex, +5 Natural) touch 14, flat-footed 16
Attack: Slam +3 melee (1d8)
Full Attack: 4 Slams +3 melee (1d8)
Space/Reach: 5 ft. /5 ft.
Special Qualities: Construct Traits, Darkvision 60ft, low-light vision, damage reduction 5/Piercing, Magic Immunity, Antimagic Field
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 17, Con 0, Int 10, Wis 12, Cha 10
Feats: Power Attack
Environment: Material plane
Organization: Solitary or Pair
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful neutral
Advancement: None
Level Adjustment: –
A Brass orb, about two feet in length, with six limbs protruding from the main orb, flies above the area in a slow spiral.
Combat
Vudh carefully analyze their opponents before sweeping in from the sky, quickly defeating spell casters first and anyone with ranged ability.
Antimagic Field (Su)
A Vudh constantly generates an antimagic field in a 100-foot-radius. The field is an invisible barrier that is impervious to most magical effects, including spells, Spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. This effect is otherwise as an antimagic field cast by a 12th-level caster.