Clockwork
Golem
HD:
15 (90 Hp)
AC: -2 Thac0: 8
# of attacks: 2
dmg\attacks: 4d10+12 (punch)
sp. attacks: See below
sp. defenses: see below
Magic resistance: speacial
Size: L (10')
Intelligence: 0 (none)
Morale: 20
XP: 18,000 Among
the most powerful of golems, the clockwork golem is actually a robot
that runs on magiks used to enchant the golem. Most clockworks look
like something out of 40s or 50s sci-fi with large oversized arms that
reach farther than their legs while their heads are shaped like a bucket
and an electric bulb for a nose to boot. While they may seem slow,
the clockworks are quite agile for their size, getting in two punches
with their oversized fists for the big damage. Combat: Clockworks basically
stick to smashing their opponents in combat with their fists which
each do 4d10+12 damage. For strength purposes, treat clockworks at
storm giant strength (24). Also every 3rd round it will open its maw
and shoot a high power energy beam (consider an adv. energy beam from
the newstuff.wri files in the returnr.zip file). the beam does 10d6
points damage plus half of whatever fire\electric damage it takes between
every 3 rounds. The thick armor of the golem as well as its natural
enchantment make it immune to fire & electric based attacks which in
fact it can asorb to heal damage (1\2 damage becomes Hps, the rest
is used against the party when it uses its energy beam). Since it has
no mind of its own, it is totally immune to all illusions and mind
control spells and psionics. Since its body is made up purely of metals,
a Rust spell will do 2d6 points of damage as well as cause the golem
to lose 2 points of damage each round (which continuously doubles.
on the 2nd round it'll do 4 points of damage, then 8 on the 3rd, ect.)
until either heal machine is cast on it or the golem rots away to nothing.
a +3 weapon is required to cut through the hull of a clockwork golem.
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