Thursday, 8 July 2021

Monsters: Clockwork Horrors

Monsters: Clockwork Horrors

Clockwork horrors are infamous monsters from the Monster Manual II, notably for the adamantine horror having at/will disintegrate and Mordenkainen's disjunction while being a CR 9 monster. Dragon Magazine #350 adds a new variety - copper clockwork horrors, and also mentions silver ones that fill the same role and have the same stats as electrum horrors. Why even mention them? I'll make them distinct, something between copper and electrum.


Copper Horror [Dragon Magazine #350, page 62]

87 points
Attribute Modifiers: ST-1 [-10]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-4 [-80]; HT+2 [20].
Secondary Characteristic Modifiers: SM-2; HP+4 [8]; Will+4 [20]; Per+4 [20]; Basic Speed +0.25 [5]; Basic Move +2 [10].
Advantages: Dark Vision [25]; DR 3 [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Legs (Four Legs; Cannot Kick, -50%) [3]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, Unliving) [25]; Striker (Cutting; Saw; Cannot Parry, -40%; Limited Arc, Front Only, -40%; Weak, -50%) [2]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Shocking Saw: Burning Attack 1d (Link, Striker, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [13].
    Linked Mind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Horizontal [-10]; Mute [-25]; No Fine Manipulators [-30]; No Mouth [-4]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Typical Stats

ST:

9

HP:

13

Speed:

6

DX:

11

Will:

10

Move:

8

IQ:

6

Per:

10

 

 

HT:

12

FP:

N/A

SM:

-2

Dodge:

9

Parry:

9

DR:

3, 20 (vs. electricity)

    Shocking Saw (13): thrust 1d-1 cutting (KYOS: 1d-2 cutting) + 1d linked burning surge damage, Reach C. Metallic armor counts as DR 1 against this burning damage, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of burning injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Can only attack front hexes, Reach C.
    Linked Mind: Clockwork horrors possess a permanent telepathic rapport with each other (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, clockwork horrors can transmit broadcast thoughts and images to each other with no roll required.

    Traits: Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Legs (Four Legs; Cannot Kick); High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Injury Tolerance (No Blood, Unliving); Mute; No Fine Manipulators; No Mouth; No Sense of Smell/Taste; Numb; Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-13.
    Creature Type: Construct.


Silver Horror [Dragon Magazine #350, page 62]

109 points
Attribute Modifiers: DX+1 (No Fine Manipulators, -40%) [12]; IQ-3 [-60]; HT+2 [20].
Secondary Characteristic Modifiers: SM-2; HP+4 [8]; Will+3 [15]; Per+3 [15]; Basic Speed +0.25 [5]; Basic Move +2 [10].
Advantages: Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Legs (Four Legs; Cannot Kick, -50%) [3]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, Unliving) [25]; Magic Resistance 1 (Improved, +150%) [5]; Striker (Cutting; Saw; Cannot Parry, -40%; Limited Arc, Front Only, -40%; Weak, -50%) [2]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Pressure Dart: Piercing Attack 1d (Increased 1/2D, 5x, +10%; Limited Use, 10/day, Slow Reload, -5%; Reduced Range, x1/5, -20%) [5].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Linked Mind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Horizontal [-10]; Mute [-25]; No Fine Manipulators [-30]; No Mouth [-4]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Typical Stats

ST:

10

HP:

14

Speed:

6

DX:

11

Will:

10

Move:

8

IQ:

7

Per:

10

 

 

HT:

12

FP:

N/A

SM:

-2

Dodge:

9

Parry:

9

DR:

4, 20 (vs. electricity)

    Saw (13): thrust 1d-1 cutting. Can only attack front hexes, Reach C.
    Pressure Dart (13): 1d piercing, Acc 3, 1/2D 10, Max 20, RoF 1, Rcl 1. Has 10 shots, but can produce new once by taking three consecutive Ready maneuvers per shot.
    Linked Mind: Clockwork horrors possess a permanent telepathic rapport with each other (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, clockwork horrors can transmit broadcast thoughts and images to each other with no roll required.

    Traits: Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Legs (Four Legs; Cannot Kick); High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Injury Tolerance (No Blood, Unliving); Magic Resistance 1 (Improved); Mute; No Fine Manipulators; No Mouth; No Sense of Smell/Taste; Numb; Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-13; Innate Attack (Projectile)-13.
    Creature Type: Construct.

Electrum Horror [Monster Manual II, page 48]

116 points
Attribute Modifiers: DX+1 (No Fine Manipulators, -40%) [12]; IQ-3 [-60]; HT+2 [20].
Secondary Characteristic Modifiers: SM-2; HP+4 [8]; Will+3 [15]; Per+3 [15]; Basic Speed +0.25 [5]; Basic Move +2 [10].
Advantages: Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t
Sleep [20]; Extra Legs (Four Legs; Cannot Kick, -50%) [3]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, Unliving) [25]; Magic Resistance 2 (Improved, +150%) [10]; Striker (Cutting; Saw; Cannot Parry, -40%; Limited Arc, Front Only, -40%; Weak, -50%) [2]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Pressure Dart: Piercing Attack 1d+2 (Increased 1/2D, 5x, +10%; Limited Use, 10/day, Slow Reload, -5%; Reduced Range, x1/5, -20%) [7].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Linked Mind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Horizontal [-10]; Mute [-25]; No Fine Manipulators [-30]; No Mouth [-4]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Typical Stats

ST:

10

HP:

14

Speed:

6

DX:

11

Will:

10

Move:

8

IQ:

7

Per:

10

 

 

HT:

12

FP:

N/A

SM:

-2

Dodge:

9

Parry:

9

DR:

4, 20 (vs. electricity)

    Saw (13): thrust 1d-1 cutting. Can only attack front hexes, Reach C.
    Pressure Dart (13): 1d+2 piercing, Acc 3, 1/2D 10, Max 20, RoF 1, Rcl 1. Has 10 shots, but can produce new once by taking three consecutive Ready maneuvers per shot.
    Linked Mind: Clockwork horrors possess a permanent telepathic rapport with each other (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, clockwork horrors can transmit broadcast thoughts and images to each other with no roll required.

    Traits: Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Legs (Four Legs; Cannot Kick); High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Injury Tolerance (No Blood, Unliving); Magic Resistance 2 (Improved); Mute; No Fine Manipulators; No Mouth; No Sense of Smell/Taste; Numb; Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-13; Innate Attack (Projectile)-13.
    Creature Type: Construct.


Gold Horror [Monster Manual II, page 48]

179 points
Attribute Modifiers: DX+1 (No Fine Manipulators, -40%) [12]; IQ-1 [-20]; HT+2 [20].
Secondary Characteristic Modifiers: SM-2; HP+4 [8]; Will+2 [10]; Per+2 [10]; Basic Speed +0.25 [5]; Basic Move +2 [10].
Advantages: Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 10 (Magic) [30]; Extra Legs (Four Legs; Cannot Kick, -50%) [3]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, Unliving) [25]; Magic Resistance 2 (Improved, +150%) [10]; Striker (Cutting; Saw; Cannot Parry, -40%; Limited Arc, Front Only, -40%) [2]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Linked Mind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48].
    Spell-Like Ability:
    Stroke of Lightning 1 [10].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Horizontal [-10]; Mute [-25]; No Fine Manipulators [-30]; No Mouth [-4]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Typical Stats

ST:

10

HP:

14

Speed:

6

DX:

11

Will:

11

Move:

8

IQ:

9

Per:

11

 

 

HT:

12

FP:

N/A

SM:

-2

Dodge:

9

Parry:

9

DR:

4, 20 (vs. electricity)

    Saw (13): thrust 1d cutting. Can only attack front hexes, Reach C.
    Linked Mind: Clockwork horrors possess a permanent telepathic rapport with each other (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, clockwork horrors can transmit broadcast thoughts and images to each other with no roll required.
    Spell-Like Ability:
    Stroke of Lightning 1 (13).


    Traits: Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 10 (Magic); Extra Legs (Four Legs; Cannot Kick); High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Injury Tolerance (No Blood, Unliving); Magic Resistance 2 (Improved); Mute; No Fine Manipulators; No Mouth; No Sense of Smell/Taste; Numb; Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-13; Innate Attack (Beam)-13.
    Creature Type: Construct.

Platinum Horror [Monster Manual II, page 49]

224 points
Attribute Modifiers: DX+1 (No Fine Manipulators, -40%) [12]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: SM-2; HP+4 [8]; Will+1 [5]; Per+1 [5]; Basic Speed +0.25 [5]; Basic Move +2 [10].
Advantages: Dark Vision [25]; DR 5 [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 10 (Magic) [30]; Extra Legs (Four Legs; Cannot Kick, -50%) [3]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, Unliving) [25]; Magic Resistance 2 (Improved, +150%) [10]; Striker (Cutting; Saw; Cannot Parry, -40%; Limited Arc, Front Only, -40%) [2]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Linked Mind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48].
    Spell-Like Ability:
    Stroke of Lightning 2 [20].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Horizontal [-10]; Mute [-25]; No Fine Manipulators [-30]; No Mouth [-4]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Typical Stats

ST:

10

HP:

14

Speed:

6

DX:

11

Will:

12

Move:

8

IQ:

11

Per:

12

 

 

HT:

12

FP:

N/A

SM:

-2

Dodge:

9

Parry:

9

DR:

5, 20 (vs. electricity)

    Saw (13): thrust 1d cutting. Can only attack front hexes, Reach C.
    Linked Mind: Clockwork horrors possess a permanent telepathic rapport with each other (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, clockwork horrors can transmit broadcast thoughts and images to each other with no roll required.
    Spell-Like Ability:
    Stroke of Lightning 2 (13).


    Traits: Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 10 (Magic); Extra Legs (Four Legs; Cannot Kick); High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Injury Tolerance (No Blood, Unliving); Magic Resistance 2 (Improved); Mute; No Fine Manipulators; No Mouth; No Sense of Smell/Taste; Numb; Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-13; Innate Attack (Beam)-13.
    Creature Type: Construct.

Adamantine Horror [Monster Manual II, page 49]

583 points
Attribute Modifiers: DX+1 (No Fine Manipulators, -40%) [12]; IQ+3 [60]; HT+2 [20].
Secondary Characteristic Modifiers: SM-2; HP+4 [8]; Will+1 [5]; Per+1 [5]; Basic Speed +0.25 [5]; Basic Move +2 [10].
Advantages: Dark Vision [25]; DR 6 [30]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 10 (Magic) [30]; Extra Legs (Four Legs; Cannot Kick, -50%) [3]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, Unliving) [25]; Magic Resistance 3 (Improved, +150%) [15]; Striker (Cutting; Saw; Cannot Parry, -40%; Limited Arc, Front Only, -40%) [2]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Linked Mind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48].
    Spell-Like Abilities (Alternative Abilities) [189]:
    Disintegrate [47/5=10] – see GURPS Thaumatology: Sorcery, p. 20;
    Disjuction 1 [170];
    Disruption 3 [42/5=9].
Disadvantages: Horizontal [-10]; Mute [-25]; No Fine Manipulators [-30]; No Mouth [-4]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30]; Unnatural [-50].
Features: Not Subject to Fatigue; Sterile.
Creature Type: Construct.

Unofficial Sorcery Errata [+0]
Disintegrate [47/5=10] -> Disintegrate [46/5=10]

 
Typical Stats

ST:

10

HP:

14

Speed:

6

DX:

11

Will:

14

Move:

8

IQ:

13

Per:

14

 

 

HT:

12

FP:

N/A

SM:

-2

Dodge:

9

Parry:

9

DR:

6, 20 (vs. electricity)

    Saw (15): thrust 1d cutting. Can only attack front hexes, Reach C.
    Linked Mind: Clockwork horrors possess a permanent telepathic rapport with each other (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, clockwork horrors can transmit broadcast thoughts and images to each other with no roll required.
    Spell-Like Abilities (Alternative Abilities):
    Disintegrate (14)
– see GURPS Thaumatology: Sorcery, p. 20;
    Disjuction 1 (14);
    Disruption 3 (13).


    Traits: Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 10 (Magic); Extra Legs (Four Legs; Cannot Kick); High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Injury Tolerance (No Blood, Unliving); Magic Resistance 3 (Improved); Mute; No Fine Manipulators; No Mouth; No Sense of Smell/Taste; Numb; Sterile; Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support.
    Skills: Brawling-15.
    Creature Type: Construct.


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