Golem, Clockwork Warrior
Originally converted
here.
Golem, Clockwork Warrior
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (2d8+8)
Full Attack: 2 slams +19 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Reflexive sunder
Special Qualities: Clockwork powered, construct traits, darkvision 60 ft., damage resistance 5/adamantine, galvanized movement, repaired by fire
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 27, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 17-23 HD (Large); 24-42 HD (Huge)
Level Adjustment: -
This hulking black-iron creature is shaped like an armored warrior, or rather like an empty suit of full plate. Its body is as thickly proportioned as a dwarf, but at least twice as tall. A constant humming and clicking like countless gears and levers sounds from its body.
Clockwork warrior golems are mechanical constructs that resemble iron golems, but are much more complex and less powerful. The construct consists of an ornate suit or black iron armor, inside which is the golem's clockwork of wonderfully crafted gears, cogs and levers. Some finely crafted clockwork warrior golems have clockwork parts made of precious metal, but this is not a requirement of their design.
A clockwork warrior golem is powered by its clockwork. Normally this is wound by an external power source, but the construct can disengage itself from its power-supply and operate for a few rounds before its clockwork's springs winds down. These creatures are mindless constructs, following their programmed instructions without questions or imagination. Clockwork warriors are normally programmed to defend a location, usually the entrance to a sensitive area. Their guard post is always fitted with a power-supply.
A clockwork warrior golem is 10 feet tall and weighs about 5,000 pounds. It cannot speak or make any vocal noise.
COMBAT
A clockwork warrior fights in whatever manner it was programmed to. It usually moves towards the nearest aggressor and punches with its iron fists until it or its opponents are destroyed. The golem will normally stay as close to its power-supply as possible, although it may have instructions (such as to pursue robbers) that overrule its basic programming to keep itself powered.
Clockwork Powered (Ex): Most of the time, a clockwork warrior golem is powered via a winding-sprocket set in the wall or floor which fits into the golem's back, chest, or one of its feet. Winding-sprockets are driven by some kind of magical or mechanical engine, usually a waterwheel. A winding sprocket has AC 7, hardness 15 and 30 hit points, it can be broken with a DC 30 Str check.
A clockwork warrior golem can function continuously as long as it is powered by a winding sprocket. If a clockwork golem moves out of a square containing a winding-socket it must disconnect itself from its power source and switch to internal springs for power. These springs only hold enough energy for a short period of activity. A clockwork warrior golem will grow slower and weaker as its springs wind down, as indicated in the following table:
Rounds of spring-powered activity
01-10 rounds - Moves and fights normally.
11-20 rounds - Cannot run, -4 Strength penalty.
21-30 rounds - Single action only, -12 Strength penalty.
31-40 rounds - Speed reduced to 5 ft., -20 Strength penalty.
41+ rounds - Helpless and immobile.
A clockwork warrior golem can rewind its springs by reconnecting itself to a winding-sprocket. Engaging with the winding-sprocket usually completely recharges the clockwork warrior in one round, but the rate may vary depending on the power-supply.
It is possible to rewind a clockwork golem using a giant key, but this requires enormous strength (DC 30 Strength check for 1 round's worth of winding). A creature with a Strength of 30 or more can "take 20" to rewind the clockwork at the rate of 1 round duration per 2 minutes of rewinding.
Galvanized Movement (Ex): If a clockwork golem takes electricity damage it must succeed on a Fortitude save (DC 15 or the DC of the attack) or be forced to move its base speed in a random direction at the start of its next turn. This movement is a move action by the golem, so it cannot take a full round action (such as charging or a full attack) in a round it performs galvanized movement. Reroll the direction of the galvanic movement if it would enter an obvious hazard such as a pit or pool of acid. The construct's programming causes it to avoid spaces it registers as unsafe. The construct may move through areas threatened by attacks of opportunities or traps that are not included in its programming.
Reflexive Sunder (Ex): The armor plates and gears that make up a clockwork warrior constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes the warrior with a melee weapon must succeed at a DC 17 Reflex save or the armor plates crush the weapon for 2d8+8 points of damage; if it is a natural weapon, the attacker takes the damage instead. The save DC is Dexterity-based.
Repaired by Fire (Ex): If a clockwork warrior golem is hit by an attack that deals fire damage (whether magical or mundane) it heals 1 point of damage for every 4 points of fire damage the attack would normally deal.
Construction
Building a clockwork warrior golem requires 10,000 pounds of high quality metals worked into intricate shapes, plus forging equipment, fuel and other tools. These materials are used to create the golem's body, plus the external power-supply and winding-sprocket that gives the golem motive force, and have a total cost of at least 15,000 gold pieces. Assembling these components requires a DC 25 Craft (armorsmithing) check and a DC 30 Craft (trapmaking) check.
Additional winding-sprockets (200 gp) and power-supplies (4000 gp) can be constructed. If such backup power systems are created at the same time as the clockwork warrior golem itself, no additional skill checks are required. Creating backup systems at a later date requires a DC 15 Craft (trapmaking) check and DC 15 Craft (trapmaking) check.
CL 13th; Craft Construct,
mass bull's strength, fabricate, caster must be at least 13th level; Price 75,000 gp; Cost 45,000 gp + 2,400 XP.
Originally appeared in TSR Jam (1999).