[Template] Automaton

Mark Chance

Boingy! Boingy!
AUTOMATON CREATURES

An automaton is a magically-animated construct shaped like some animal or beast. They are often used as guards. Like golems, the animating force of an automaton is an elemental spirit. Automatons are invariably constructed out of cleverly articulated steel.

Creating an Automaton

"Automaton" is a template that can be added to any animal, beast, or vermin. The creature's type changes to construct. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Increase by one die type to a maximum of d12.

AC: Improve natural AC bonus by +6.

Damage: Increase damage as if the base creature's size had increased by one category (see MM, p. 14).

Special Attacks: The automaton retains the base creature's special attacks plus gains 5 points worth of special attacks from the following choices.

1-Point Special Attacks

Additional Attack (Ex): One additional attack at highest attack bonus; both attacks -2 to attack roll.

Fly (Su): Speed 60 ft. (average).

Resistance (Ex): Choose one of fire, cold, acid, electricity, or sonic resistance 5. The same resistance can be chosen multiple times and stacks: For example, picking fire resistance three times would give a total resistance of 15.

Trip (Ex): If the construct hits with an attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the construct.

2-Point Special Attacks

Charge (Ex): If the construct charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Heavy Armor (Ex): Additional +4 natural bonus to AC.

Smack Down (Su): Once per day the construct can make a normal attack to deal additional damage equal to its HD.

3-Point Special Attacks

Quickened Spell-like Ability (Sp): Choose one spell of 2nd-level or below. Once per round, the construct can cast the spell as a free action.

Spell-like Ability (Sp): Choose one spell of 3rd-level or below. Once per round, the construct can cast the spell as a standard action.

Special Qualities: The automaton retains all special qualities not related to its previous type since it is now a construct. It gains a hardness rating of 10.

Skills: The automaton has no skills.

Feats: It also has no feats.

Abilities: Reduce Cha to 1 and change Wis to 11. Since the creature is now a construct, it has no Con or Int score. Increase Str by +4.

Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: As base creature +2
Treasure: None
Alignment: Always neutral
Advancement: As base creature

Sample Automaton

Automaton Light Warhorse
Large Construct
Hit Dice: 3d10 (16 hp)
Initiative: +1 (Dex)
Speed: 60 ft., fly 60 ft. (average)
AC: 24 (-1 size, +1 Dex, +14 natural)
Attacks: 2 hooves +6 melee; bite +1 melee
Damage: Hoof 1d6+5; bite 1d4+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Charge
Special Qualities: Scent, hardness 10, construct
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 20, Dex 13, Con --, Int --, Wis 11, Cha 1

Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: --
 

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Hey, nice template.

Little things I would do to tinker with said template, before I would want to use it:

Hit Dice: Just increase it to d12, to keep it inline with other constructs.

Damage: I wouldn't increase it based on size. I would make this one of your "special attacks", probably worth 1 point.

Special Attacks: I wouldn't use your three point ones, or your Charge.

Other than that, seems good.
 

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