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Clock Work Purple Wyrm Guardian (CR 15) N Gargantuan Clockwork Construct Init: +2; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +20 AC 35, touch 4, flat-footed 26 (–2 Dex, +30 natural, –4 size, +1 Dodge) HP: 600 (30d10+300) Fort +10, Ref +10, Will +3 DR 25/ Adamantine; Construct Traits; acid, cold, fire and sonic resistance 10 Weakness: vulnerability to electricity; Metal Body (Ex)- A clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal. Speed: 20 ft., Burrow 30 ft., Swim 10 ft. Melee: Bite +27 (4d8+14/19–20 plus grab), Sting +27 (2d8+14 plus Poison) Space 20 ft.; Reach 15 ft. Special Attacks: Swallow Whole (4d8+14 bludgeoning damage, AC 25, 60 HP) Str 39, Dex 6, Con: --, Int: 4, Wis 6, Cha 2 Base Atk +18; CMB +34 (+38 grapple); CMD 42 (can't be tripped) Feats: Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical, Weapon Focus (bite, sting), Dodge, Improved Initiative, Lightning Reflexes Skills Perception +20, Swim +20 Spore/Gas Attack: (20 Ft. Radius-Every turn) (DC 30 vs. Reflex Save) or get a Clockwork Fleshworm Infestation- (6 Rounds) DC 20 Fort Save vs. 1d6 hit points of damage and 2 points of Dexterity damage, and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened for 1 round rather than staggered. AC: 30/ HP 100 (Half to Creature) (1d10) Wand Ray Battery Attacks: Fires very turn: (+15 Touch) Random Effect: 1-2: Fort Save vs. (DC 18) or be blinded 3-4: (2d8) Divine Damage. 5-6: (4d6) Shadow Damage. Any creature struck by a bolt must succeed at a Reflex saving t Throw (DC 18) or become blinded for 1 round AC: 30/ HP: 100 (25 damage to Creature/Immune to Magic)

Clock Work Purple Wyrm Guardian (CR 15)

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Pathfinder Monster, Variant, Modified, Non-Standard, RPG

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Page 1: Clock Work Purple Wyrm Guardian (CR 15)

Clock Work Purple Wyrm Guardian (CR 15)N Gargantuan Clockwork ConstructInit: +2; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +20

AC 35, touch 4, flat-footed 26 (–2 Dex, +30 natural, –4 size, +1 Dodge)HP: 600 (30d10+300)Fort +10, Ref +10, Will +3DR 25/ Adamantine; Construct Traits; acid, cold, fire and sonic resistance 10Weakness: vulnerability to electricity; Metal Body (Ex)- A clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.

Speed: 20 ft., Burrow 30 ft., Swim 10 ft.Melee: Bite +27 (4d8+14/19–20 plus grab), Sting +27 (2d8+14 plus Poison)Space 20 ft.; Reach 15 ft. Special Attacks: Swallow Whole (4d8+14 bludgeoning damage, AC 25, 60 HP)

Str 39, Dex 6, Con: --, Int: 4, Wis 6, Cha 2Base Atk +18; CMB +34 (+38 grapple); CMD 42 (can't be tripped)Feats: Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical, Weapon Focus (bite, sting), Dodge, Improved Initiative, Lightning Reflexes

Skills Perception +20, Swim +20

Spore/Gas Attack: (20 Ft. Radius-Every turn) (DC 30 vs. Reflex Save) or get a Clockwork Fleshworm Infestation- (6 Rounds) DC 20 Fort Save vs. 1d6 hit points of damage and 2 points of Dexterity damage, and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened for 1 round rather than staggered.

AC: 30/ HP 100 (Half to Creature)

(1d10) Wand Ray Battery Attacks: Fires very turn: (+15 Touch) Random Effect:

1-2: Fort Save vs. (DC 18) or be blinded 3-4: (2d8) Divine Damage. 5-6: (4d6) Shadow Damage. Any creature struck by a bolt must succeed at a Reflex saving t

Throw (DC 18) or become blinded for 1 round AC: 30/ HP: 100 (25 damage to Creature/Immune to Magic)

Poison (Ex)- Sting—injury; save Fortitude DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves.

Staggering Critical (Feat)- Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal DC 28. Additional hits add 1 round to the duration.

Construct Traits: immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

Quickened Awesome Blow: As a Quickened Action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent

Page 2: Clock Work Purple Wyrm Guardian (CR 15)

smaller than itself, its opponent takes damage (2D6+14) knocked 10 feet in a direction of the attacking creature's choice and falls prone.