Clockwork Warrior
Clockwork Warrior | |
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"I've certainly seen worse representations..." - Xeragar | |
General Info | |
Classification: | Automaton |
Temperament: | Neutral |
Avg. Size: | Large |
Level of Sentience: | Animalistic |
Senses: | Magic Sight |
Creature Stats | |
Strength: | 35 |
Agility: | 34 |
Stamina: | 60 |
Intelligence: | 13 |
Wisdom: | 10 |
Charisma: | 10 |
Defensive Value: | 18 |
Base Hitpoints (+Growth): | 40 (+4) |
Movement Speed: | 6 |
Combat Grade: | 5 |
An Automaton consisting of two separate machines representing Xeragar. They are often used as expensive guardians for hidden entrances.
Habitat
They are completely artificially made and placed. If you encounter one walking across the world without any purpose, they probably malfunction and are highly dangerous.
Anatomy
They are two humanoid machines, one armed with a spear and the other armed with a shield. Their design can vary based on customer requests or the manufacturer's design.
Behaviour
They are designed to work in Xeragar guiding, meaning they will team up. One will act as the weapon and try to kill every intruder in sight, while the other will do its best to protect themselves from said intruders. If they can't get into melee range, the spear wielder will throw his spear to attack, which will then magically return to him afterward.
Simple Modell
Both automatons share a health pool and will shut down when their hitpoints reach 0.
Perfect Modell
Both automaton have their own health, which is half of the total hitpoints. However, when one of the Automatons shuts down, it will reactivate with full hitpoints after three turns. While one Automaton is down, the other will be enraged.
Enraged Spear
Gains an additional extra Attack Action per turn while enraged.
Enraged Shield
Defensive value is increased by 5 while enraged.
Abilities
Team up (Automatic)
At the beginning of combat, both Automatons will move together and team up. This means the defensive value of both will be increased by 3 while within the same tile.
Multistrike (Passive)
The spear gains an extra Attack Action per turn.
Spear strike
The spear will strike with his weapon and deal 1d6 + 5 Piercing Damage against the target.
Spear throw
The spear will throw his weapon at the target and deal 1d6 Piercing Damage against the target. The Weapon will then return to the spear and hit the target again on his way back for another 1d6 on a successfull hit check.
Shield bash
The shield will strike a target and deal 1d4 Striking Damage and potentially make the target dizzy for 1 turn unless they succeed a Constitution 8 check.