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    Default Re: GITP Monster Competition XXIX - Tick... Tock...

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    Clockwork Man IV by Ben Farris
    One of the original Clockwork Weavers toils endless amidst the abyss of the astral plane. Tireless, he works to ensure that the fabric of time is free of knots or kinks.

    Clockwork Weaver

    Medium Construct
    Hit Dice: 7d10+20 (58 hp)
    Initiative: +6
    Speed: 30’ (6 squares)
    Armor Class: 17 (+2 Dexterity, +5 Natural), 12 touch, 15 flat-footed
    Base Attack/Grapple: +5/+9
    Attack: Slam +9 Melee (1d4+4)
    Full Attack: 2 Slams +9 melee (1d4+4)
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Spell-Lke Abilities, Time Lapse
    Special Qualities: Astral Steel Exoskeleton, Construct Traits, Phase Armor, Recall, Time Slip, Telepathic Link
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 18, Dex 15, Con -, Int 13, Wis 11, Cha 14
    Skills: Concentration +10, Listen +10, Spot +10
    Feats: Combat Reflexes, Improved Initiative, Weapon Focus (Natural), Whirlwind Attack(B)
    Environment: Astral Plane
    Organization: Solitary, Team (2-3)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: True Neutral
    Advancement: Medium (8-15 HD), Large (16-21 HD)
    Level Adjustment: -

    The mechanical beast flings itself at your comrades, swinging its limbs wildly. Right and left, they freeze regardless of their positions with blue flashes writhing over their skin. Amazed, you wonder what created this beast, but regardless, it turns it's unliving eyes toward you.

    None are quite sure who first created the Clockwork Weavers, but from writings it is easy to understand their purpose. They were created to watch over the fabric of time and make sure that nothing halts it's manifest crawl forward or endangers its existence.

    Clockwork Weavers appear as fairly humanoid constructs of clockwork pieces. The technology making them appears to be from different eras, and can be vastly different depending on how old it is.

    Clockwork Weavers speak any language their creators did and may learn more through expending skill points. In the case of the original Clockwork Weavers, they know all languages.

    Combat

    Clockwork Weavers will usually avoid combat if they can help it, preferring to go about their business. Even when attacked, they will usually use their Ethereal Jaunt or Etherealness special abilities to escape. When incapable of using those abilities, they will rely on their time lapse abilities to render their foes harmless as they make their escape in some other fashion.

    Astral Steel Exoskeleton (Ex)
    During its creation, the Clockwork Weaver becomes closely tied with the Astral Plane, giving it a bluish glow when looked at. The Clockwork Weaver gains Damage Reduction 10/- unless it is on the Astral Plane.

    Phase Armor (Ex)
    The Clockwork Weaver is indelibly tied to the Astral and Ethereal Planes, there is a 50% chance any damage done to it will be completely negated as it flickers back and forth between realities.

    Recall (Ex)
    At any time, the Clockwork Weaver may use a Free Action to reset time to the beginning of its last turn of the current encounter. All creature's positions, abilities, and hit points are reset to how they had been at that time as though nothing had happened. A Clockwork Weaver may use this ability 3 times per day. Creatures may make a DC 15 (CHA based) will save to remember what occurred; if they fail, their memories are also reset.

    Spell-Like Abilities
    At will – Ethereal Jaunt, Haste, Slow; 1/day – Etherealness, Time Stop; Caster Level is equal to HD

    Telepathic Link (Ex)
    When summoned or created by a spellcaster, the Clockwork Weaver immediately forms a Telepathic Link (as the Telepathic Bond spell with the following differences) with its summoner or creator. In the case of a summoner, the link ends as the spell that summoned it ends. In the case of a creator, the Clockwork Weaver's Link is permanent with no range limit and works perfectly even if the two are in separate planes or times.

    Time Lapse (Ex)
    The Clockwork Weaver's being is covered with temporal energy,
    Each time the Clockwork Weaver strikes an opponent with its slame attack roll a 1d4-1. The target is put under the effects of the spell Temporal Stasis for an equal amount of rounds. The effects of this cannot be dispelled or resisted.
    Enemies are covered with a staticy blue aura while under this effect.

    Time Slip (Ex)
    When the spell Time Stop is cast by another creature, or any other effect occurs that stops time, the Clockwork Weaver is not frozen and may act normally.
    The Clockwork Weaver may travel, physically, to the Astral plane as a full-round action. It may use another full round action to appear back in any material plane.
    From the Astral plane, a Clockwork Weaver may travel to any point in time and can negotiate through both the Astral and Ethereal plane without getting lost.

    Construct Traits
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    * No Constitution score.
    * Low-light vision.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    * Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
    * Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    * Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    * Since it was never alive, a construct cannot be raised or resurrected.
    * Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
    * Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    * Proficient with no armor.
    * Constructs do not eat, sleep, or breathe.


    -=-=-=-=-=-=-

    Lore
    {table]DC | Lore, Knowledge (Arcane, Planes)
    17 | Clockwork Weavers are constructs closely tied with time.
    22 | They have powers over the Astral and Ethereal Planes.
    27 | Being struck by their attacks leave the recipient frozen in time.
    32 | Their armor is potent at protecting them from attacks, even allowing weapons to pass through them completely unless you can get them on the Astral Plane.
    37 | They have powerful innate abilities to manipulate and travel through time.
    [/table]

    Plot Hook
    * An evil mage is trying to go back in time and change the past which would have dire consequences on the present. Team up with Clockwork Weavers to fix the "problem"!
    * A time distortion changes things for the worse, as you travel back in time, you find Clockwork Weavers already working to fix it but are besieged by terrible time-traveling creatures.
    * The PC group travels back in time to try to stop something terrible from happening. Unfortunately, this counts as meddling with time and are constantly being harried by Clockwork Weaver strike teams.


    Creation
    The caster must have access to blueprints of the creature in order to create it. Finding the Blueprints is the hard part as they can only be found in the Tome of Ages. To understand them, the reader must make a DC 35 Decipher Script check.
    To create the body of the creature, 5,000 gp must be spent in clockwork devices and gizmos. The creator must make a DC 35 Craft (Engineering) check to put it together correctly. The caster need not make the body himself.
    Then it must be bathed with sap from plants found in the Astral plane, the cost of which would be approximately 50,000 gp.
    CL 18th; Craft Construct, Etherealness, Geas/Quest, Time Stop; Price 1,200,000 gp; Cost 455,000 gp + 75,000 XP.

    Tome of Ages (Major Artifact)
    An earthy brown book sits before you. It is covered with a film of dust and no matter how you blow on it, it refuses to disappear. On the front cover is a glass circle underneath which is a clock. Its pages, though yellowed, are incredibly strong and defy your best efforts to rip them out. Flipping it over, you are astounded by an incredibly complex series of pictures and unreadable words which appear to be the blueprints for a marvelously complex machine.
    This book is a magical tome filled with the entire recorded history of the world. Flipping through the book will take you from the beginning of time to the present (if you have that much time to spend reading). The pages never run out, and considering how much is going on at one time, you could potentially be turning pages and reading forever. However, you may also whisper into the spine of the book for an exact point in time you wish to read and then open it. The date and event you were seeking will automatically be at the first page you reach. The possessor of this book automatically wins all Knowledge (History, Geography, and Local) checks.
    In addition, the possessor of this book gains the ability to summon a Clockwork Weaver once per day as a full-round action. The Clockwork Weaver will serve and defend the Summoner for a number of minutes equal to half the summoner's ECL.
    Anyone attempting to create a Clockwork Weaver must have this book in their possession, as it's back cover is filled with the blueprints and instructions to make it. Any attempt to copy these blueprints causes the images and instructions to blur and become unintelligible, and it is impossible to memorize the instructions.
    The Tome of Ages cannot be destroyed by any means unless it is on the Astral Plane. There it becomes as frail as any ordinary book.
    Last edited by Sir Shadow; 2009-01-20 at 10:51 PM.
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