Bronzeform Clanker (3.5e Monster)
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|Size/Type:||Medium Construct (Clockwork, Lawful)|
|Hit Dice:||6d10+20 (80 hp)|
|Armor Class:||21 (+8 armor, +1 dex, +2 shield), touch 11, flat-footed 20|
|Attack:||Mwk Warhammer +12 melee (1d8+7, 20/x3) or Mwk Shield Bash +12 melee (1d6+3, 20/x2)|
|Full Attack:||Mwk Warhammer +12 melee (1d8+7, 20/x3) and Mwk Shield Bash +12 melee (1d6+3, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Maneuver-Like Abilities, Steam Breath|
|Special Qualities:||Body Armor, Clockwork Traits, Construct Traits, Darkvision 60 ft, DR 3/chaotic, Extraordinary Health, Low-Light Vision|
|Saves:||Fort +2, Ref +3, Will +3|
|Abilities:||Str 25, Dex 13, Con -, Int 10, Wis 12, Cha 6|
|Skills:||Knowledge Engineering +9, Spot +10|
|Feats:||Improved Shield BashB, Two-Weapon FightingB, Power Attack, Hurtling Charge, Shielded Provocation|
|Organization:||Solitary, Pair, or Troop (3-8)|
|Alignment:||Always Lawful Neutral|
|Advancement:||7-12 HD (Medium)|
Destroy the flesh. Recycle the metal. Break and rebuild.
Said to be one of the possible end results of infection by bronzeform spores, these mechanical clockwork men have little relation to the hosts that once bore them. Instead they appear as guardians of great gardens of bronzeform blooms, and sometimes intentionally created by twisted wizards who employ them as immortal dungeon guardians. Intelligent but single minded and dutiful they follow the whims of the spores, or lacking an overriding master to follow seek to promote a lawful orderly mechanical world. And for that this usually involves the purging of all organic waste. Thus places where clankers (named for the noise they produce when moving) roam are immaculately and unnaturally clean. They maintain their realms and patrol its halls in search for organic or chaotic invaders.
Appearance-wise, clankers resemble humanoids wearing a bronze or brass appearing full plate, with humanoid visages for masks and the constant sound of metal on metal as they move from their joints and internal mechanisms. They seem to run on steam power given the outgassing they produce, but seem to have no need for a water supply and their energy source is unknown. All dissections reveal only an empty vapor filled boiler for a heart, warmed unnaturally. Clankers do not speak, but appear to understand Common and usually a lawful language such as Modron. They only hiss and clank as vocal noise.
Straightforward and simple, a clanker moves forward with shield and hammer, using their maneuver-like abilities in the most optimal way and backing off and letting allies attack if they need to reload their maneuvers. They work together and seem to communicate with each other in spite of lacking any form of communication. Success of the whole is greater than success of the one, and so they can even employ sacrificial methods if it means victory in the end.
Clankers are proficient in all simple and martial weapons, all armor (light medium and heavy) and all shields (including tower shields).
Body Armor: Clankers are fused with their armor, in this case masterwork full plate. As such it cannot be removed, though a warforged could attempt to use it and gain the effect of the appropriate warforged armor feat over a process of harvesting and application that takes 24 hours and a DC 20 Knowledge Engineering check. Replacing a warforged's body armor in this way inflicts 4 points of Constitution burn on the warforged.
Clockwork Traits: Unlike a normal construct clankers have the Vital gears ability, which makes them only have 25% fortification against critical hits instead of immunity. Unlike most constructs, clockwork or otherwise, clankers have an Intelligence score. They lose their immunity to mind-affecting effects but instead gain a +8 racial bonus on saves against them.
Extraordinary Health (Ex): A clanker always receives maximum hit points per hit die.
binding of the earth spirit (DC 20, strike), body of stone, endure destruction (counter), manual operation (counter), overheat weapon (strike), steady strike (boost). The clanker can refresh all its maneuver-like abilities as a full round action to refocus.
Steam Breath (Su): Cloud of superheated steam in a 20 ft cone, once every 1d4 rounds, damage 6d6 fire, Reflex DC 17 half; effective both on the surface and underwater. The save DC is Constitution-based with a +4 racial bonus on the DC.
They can choose to leave a cloud of vapor in its wake which lasts for 1 round. Treat this as fog cloud.