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Clockwork Armature

A massive forty-foot tall bronze device combining magical and mechanical arts

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class19
Hit Dice10* (+9)
Number Appearing1
Attacks2 slash, 1 ray or steam
Damage1d10 slash, 2d8 ray, 5d8 steam
Movement40'
Save AsFighter: 10
Morale12
XP1390
Treasure TypeG

The Clockwork Armature is a contraption that combines magical and mechanical arts. It resembles an oblate armored sphere. It is a massive forty-foot tall bronze device that has four segmented, blade-tipped legs extending out from a recessed band around the middle of its body, through which cogs, weights, and pulleys can be seen.

A long serpentine neck extends from the front topped by a single flat glowing “eye” surrounded by three polished brass nozzles. The armature can fire a ray of blazing red energy from its “eye” at a single target with a range of 120 feet, doing 2d8 points of damage. Every five rounds, the armature can also vent steam from the nozzles surrounding the “eye” in a 60-foot long cone, for 5d8 points of damage (half on a successful save vs. Breath Weapon). The armature also slashes with the blades on its front legs, for 1d10 points of damage each.

The armature takes only half damage from fire-based attacks. However, electrical-based attacks (like lightning bolt, etc.) interfere with the delicate, metal interior components, causing double damage.

If the head is recovered from a defeated armature, there is a 50% chance of finding an undamaged, engraved bronze cylinder, with a flat, glowing red lens at one end; this cylinder is what produces the armatures energy ray. If retrieved, it can be aimed by hand for the same effect as it had as the armature’s “eye”. The cylinder will have 2d12 charges remaining, and 2d6 charges may be regained by striking it with a lightning bolt.

Special Abilities

Energy Ray: Fire a ray of blazing red energy from its “eye” at a single target with a range of 120 feet, doing 2d8 points of damage.
Steam Vent: Every five rounds, can vent steam from the nozzles surrounding the “eye” in a 60-foot long cone, for 5d8 points of damage (half on a successful save vs. Breath Weapon).
Fire Resistance: Takes only half damage from fire-based attacks.
Electrical Vulnerability: Electrical-based attacks (like lightning bolt, etc.) interfere with the delicate, metal interior components, causing double damage.
Energy Ray Cylinder: If the head is recovered from a defeated armature, there is a 50% chance of finding an undamaged, engraved bronze cylinder, with a flat, glowing red lens at one end; this cylinder is what produces the armatures energy ray. If retrieved, it can be aimed by hand for the same effect as it had as the armature’s “eye”. The cylinder will have 2d12 charges remaining, and 2d6 charges may be regained by striking it with a lightning bolt.