Clockworks

These brass constructions march across the streets showing off to the people the strength and knowledge of the Royal Kingdom. In war they march in lockstep or tower over the regular foots soldiers. Soaking up the bullets that might otherwise strike the mortal people of the kingdom. In their hearts strange elementals are bound in fractal shapes following their orders to the letter.

Name

HD (HP)

AR

SV

SK

ML

LD

Guard

2 (8)

2

2d STR

+2

5

0

Abilities: Watchful Guard

Attacks:

  • Polearm, Reach Melee. 2d, 1d10+3

  • Net Gun, Mid. 2d, on hit Restrains Character, can be broken on STR Save

Soldier

4 (12)

3

2d STR

+4



Abilities: Explosive Heart

Attacks:

  • Greatsword, Reach Melee. 4d, 1d12+4

  • Flame Caster, Mid. 4d, 1d8

Hulks

8 (24)

4

4d STR

+8



Abilities: Explosive Heart, Overcharged

Attacks:

  • Giantsword, Reach Melee. 6d, 2d10+8

  • Flame Caster, Mid. 6d, 2d8

Abilities:

Watchful Guard. Finely tuned oculars allow this creature to roll double it's skill on checks relying on sight.

Explosive Heart. When this creature is destroyed they will glow red hot, at the start of their next turn they will explode and deal 3d6 damage to all nearby creatures.

Overcharged. This creature is driven by a barely contained salamander, when it explodes as per Explosive Heart it will deal double damage. Additionally any creatures within melee range of this creature will take 1d4 damage each turn.