クロックワーク Clockworks
出典 Bestiary 3 48ページ
Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.
The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque—some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.
Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.
The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque—some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.
Winding Clockworks Winding Clockworks
A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block.
Wind-Up/Wind-Up For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.
A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
Wind-Up/Wind-Up For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.
A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
クロックワーク・スパイ Clockwork Spy
Engineers, technologists, and mechanically gifted wizards employ clockwork spies—tiny, spiderlike constructs capable of recording and playing back audio— to surreptitiously surveil their enemies or steal secrets from competitors. Their spindly bodies and delicate components make them unsuitable for combat; in fact, most builders construct clockwork spies with a self-destruct mechanism to ensure the spies' meddling can't be traced back to them.
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
クロックワーク・スパイ Clockwork Spy クリーチャー-1
アンコモン N 超小型 クロックワーク 人造 精神なし
出典 Bestiary 3 48ページ
知覚+8;夜目
技能 〈軽業〉+5
【筋】-1、【敏】+3、【耐】±0、【知】-5、【判】+2、【魅】±0
Record Audio [one-action] The clockwork spy records all sounds within 25フィート onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone.
Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording. Some clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.
The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thieverycheck to Disable a Device ; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.
Wind-Up/Wind-Up 24 hours、DC 14、standby
知覚+8;夜目
技能 〈軽業〉+5
【筋】-1、【敏】+3、【耐】±0、【知】-5、【判】+2、【魅】±0
Record Audio [one-action] The clockwork spy records all sounds within 25フィート onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone.
Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording. Some clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.
The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thieverycheck to Disable a Device ; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.
Wind-Up/Wind-Up 24 hours、DC 14、standby
AC 17;頑健+2、反応+7、意志+4
HP 8;完全耐性 即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、[精神]、死霊術、非致傷攻撃、麻痺状態、[毒]、不調状態、気絶状態;弱点 [雷撃]2、オリハルコン2
Self-Destruct/Self-Destruct [reaction] A clockwork spy must use this reaction unless specifically programmed otherwise by its creator; トリガー The clockwork spy is reduced to 0 Hit Points; 効果 The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d10 piercing damage in a 5-foot radius (DC 16 basic Reflex save). Its gemstone is destroyed, along with any information contained inside it.
An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 16 Thievery check to Disable a Device .
HP 8;完全耐性 即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、[精神]、死霊術、非致傷攻撃、麻痺状態、[毒]、不調状態、気絶状態;弱点 [雷撃]2、オリハルコン2
Self-Destruct/Self-Destruct [reaction] A clockwork spy must use this reaction unless specifically programmed otherwise by its creator; トリガー The clockwork spy is reduced to 0 Hit Points; 効果 The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d10 piercing damage in a 5-foot radius (DC 16 basic Reflex save). Its gemstone is destroyed, along with any information contained inside it.
An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 16 Thievery check to Disable a Device .
移動速度 25フィート、飛行25フィート
近接 [one-action] spherical body +7[+2/-3](巧技)、ダメージ 1d6–1[殴打]
近接 [one-action] spherical body +7[+2/-3](巧技)、ダメージ 1d6–1[殴打]
クロックワーク・ソルジャー Clockwork Soldier
These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6フィート tall and consists of 500 pounds of metal and magic.
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 24
一般的な知識 : DC 22
専門知識 : DC 19
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 24
一般的な知識 : DC 22
専門知識 : DC 19
クロックワーク・ソルジャー Clockwork Soldier クリーチャー6
アンコモン N 中型 クロックワーク 人造 精神なし
出典 Bestiary 3 49ページ
知覚+16;暗視
技能 〈運動〉+15 (+17 to Disarm
【筋】+6、【敏】+2、【耐】+4、【知】-5、【判】+4、【魅】-5
Wind-Up/Wind-Up 24 hours, DC 22, standby
アイテム +1 ハルバード
知覚+16;暗視
技能 〈運動〉+15 (+17 to Disarm
【筋】+6、【敏】+2、【耐】+4、【知】-5、【判】+4、【魅】-5
Wind-Up/Wind-Up 24 hours, DC 22, standby
アイテム +1 ハルバード
AC 24;頑健+16、反応+14、意志+12
HP 80;完全耐性 即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、[精神]、死霊術、非致傷攻撃、麻痺状態、[毒]ed、不調状態、気絶状態;抵抗 物理5(アダマンティンとオリハルコンを除く);弱点 [雷撃]5、オリハルコン5
機会攻撃 [reaction]
HP 80;完全耐性 即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、[精神]、死霊術、非致傷攻撃、麻痺状態、[毒]ed、不調状態、気絶状態;抵抗 物理5(アダマンティンとオリハルコンを除く);弱点 [雷撃]5、オリハルコン5
機会攻撃 [reaction]
移動速度 25フィート
近接 [one-action] ハルバード+18[+13/+8](魔法、間合い:10フィート、多用途:[斬撃])、ダメージ 1d10+9[刺突]
近接 [one-action] 拳 +16[+12/+8](機敏、素手)、ダメージ 1d8+9[殴打]、加えてつかみ
Activate Defenses/Activate Defenses [one-action] One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
近接 [one-action] ハルバード+18[+13/+8](魔法、間合い:10フィート、多用途:[斬撃])、ダメージ 1d10+9[刺突]
近接 [one-action] 拳 +16[+12/+8](機敏、素手)、ダメージ 1d8+9[殴打]、加えてつかみ
Activate Defenses/Activate Defenses [one-action] One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
クロックワーク・ドラゴン Clockwork Dragon
Clockwork dragons are a marvel of clockwork design. These powerful masterpieces have the ability to fly, making them versatile and dangerous killers. A clockwork dragon's winding mechanism is more efficient than those of other clockworks, allowing it to partially reuse energy generated by flapping its wings. Creating a clockwork dragon requires not only an advanced understanding of clockwork design, but also a greater cache of rare resources, as its body requires solid reinforcement. As a result, most clockwork dragons have adamantine fortification. Creating a clockwork dragon without adamantine is entirely possible, though such dragons are typically smaller and more fragile.
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 40
一般的な知識 : DC 38
専門知識 : DC 35
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 40
一般的な知識 : DC 38
専門知識 : DC 35
クロックワーク・ドラゴン Clockwork Dragon クリーチャー16
レア N 超大型 クロックワーク 人造 精神なし
出典 Bestiary 3 51ページ
知覚+28;暗視
技能 〈運動〉+33、〈軽業〉+29
【筋】+9、【敏】+5、【耐】+5、【知】-5、【判】+4、【魅】-5
Wind-Up/Wind-Up 1 week、DC 35、standby
知覚+28;暗視
技能 〈運動〉+33、〈軽業〉+29
【筋】+9、【敏】+5、【耐】+5、【知】-5、【判】+4、【魅】-5
Wind-Up/Wind-Up 1 week、DC 35、standby
AC 39;頑健+30、反応+28、意志+25
HP 265;完全耐性 即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、[精神]、死霊術、非致傷攻撃、麻痺状態、[毒]、不調状態、気絶状態;抵抗 物理15(アダマンティンとオリハルコンを除く);弱点 [雷撃]15、オリハルコン15
Self-Destruct/Self-Destruct [reaction] A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator; トリガー The clockwork dragon is reduced to 0 Hit Points; 効果 The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing 12d10 piercing damage in a 40-foot emanation (DC 37 basic Reflex save).
An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thieverycheck to Disable a Device .
HP 265;完全耐性 即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、[精神]、死霊術、非致傷攻撃、麻痺状態、[毒]、不調状態、気絶状態;抵抗 物理15(アダマンティンとオリハルコンを除く);弱点 [雷撃]15、オリハルコン15
Self-Destruct/Self-Destruct [reaction] A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator; トリガー The clockwork dragon is reduced to 0 Hit Points; 効果 The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing 12d10 piercing damage in a 40-foot emanation (DC 37 basic Reflex save).
An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thieverycheck to Disable a Device .
移動速度 40フィート、飛行120フィート
近接 [one-action] アダマンティンの顎 +33[+28/+23](間合い:15フィート)、ダメージ 3d12+17[刺突]
近接 [one-action] アダマンティンの爪 +33[+29/+25](機敏、間合い:10フィート)、ダメージ 3d8+17[斬撃]
近接 [one-action] 尾 +31[+26/+21](間合い:20フィート)、ダメージ 3d12+15[殴打]
近接 [one-action] 翼 +31[+27/+23](機敏、間合い:15フィート)、ダメージ 2d10+15[刺突]
ブレス攻撃/Breath Weapon [two-actions] (秘術、力術、火炎) 効果 The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (DC 37 basic Reflex save). Creatures that fail their saves are covered in burning oil and take 2d6 persistent fire damage . The clockwork dragon can't use Breath Weapon again for 2 rounds.
竜の狂乱/Draconic Frenzy [two-actions] The clockwork dragon makes two claw Strikes and one wing Strike in any order.
Spearing Tail/Spearing Tail [two-actions] The clockwork dragon attacks with the sharp point of its tail. It makes a tail Strike against each creature in a 20-foot line, rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.
近接 [one-action] アダマンティンの顎 +33[+28/+23](間合い:15フィート)、ダメージ 3d12+17[刺突]
近接 [one-action] アダマンティンの爪 +33[+29/+25](機敏、間合い:10フィート)、ダメージ 3d8+17[斬撃]
近接 [one-action] 尾 +31[+26/+21](間合い:20フィート)、ダメージ 3d12+15[殴打]
近接 [one-action] 翼 +31[+27/+23](機敏、間合い:15フィート)、ダメージ 2d10+15[刺突]
ブレス攻撃/Breath Weapon [two-actions] (秘術、力術、火炎) 効果 The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (DC 37 basic Reflex save). Creatures that fail their saves are covered in burning oil and take 2d6 persistent fire damage . The clockwork dragon can't use Breath Weapon again for 2 rounds.
竜の狂乱/Draconic Frenzy [two-actions] The clockwork dragon makes two claw Strikes and one wing Strike in any order.
Spearing Tail/Spearing Tail [two-actions] The clockwork dragon attacks with the sharp point of its tail. It makes a tail Strike against each creature in a 20-foot line, rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.
クロックワーク・メイジ Clockwork Mage
A clockwork mage is a lethal blend of magic and machinery. Each of these clockworks is imbued with an arcane stone at its core that powers spells through the wand embedded in its chest.
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 28
一般的な知識 : DC 26
専門知識 : DC 23
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 28
一般的な知識 : DC 26
専門知識 : DC 23
クロックワーク・メイジ Clockwork Mage クリーチャー9
アンコモン N 中型 クロックワーク 人造 精神なし
出典 Bestiary 3 50ページ
知覚+17;暗視
技能 〈軽業〉+17
【筋】+2、【敏】+6、【耐】+4、【知】-5、【判】+2、【魅】-5
Wind-Up/Wind-Up 24 hours, DC 26, standby
アイテム clockwork wand
知覚+17;暗視
技能 〈軽業〉+17
【筋】+2、【敏】+6、【耐】+4、【知】-5、【判】+2、【魅】-5
Wind-Up/Wind-Up 24 hours, DC 26, standby
アイテム clockwork wand
AC 27;頑健+17、反応+19、意志+17
HP 115;完全耐性 即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、[精神]、死霊術、非致傷攻撃、麻痺状態、[毒]ed、不調状態、気絶状態;抵抗 物理5(アダマンティンあるいはオリハルコンを除く);弱点 [雷撃]10、オリハルコン10
Clockwork Wand/Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thieverycheck to Disable a Device . The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed.
When removed、the clockwork wandis a magic wand containing the last 2nd-level innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created、and the creator can substitute other arcane spells of the appropriate level.
HP 115;完全耐性 即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、[精神]、死霊術、非致傷攻撃、麻痺状態、[毒]ed、不調状態、気絶状態;抵抗 物理5(アダマンティンあるいはオリハルコンを除く);弱点 [雷撃]10、オリハルコン10
Clockwork Wand/Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thieverycheck to Disable a Device . The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed.
When removed、the clockwork wandis a magic wand containing the last 2nd-level innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created、and the creator can substitute other arcane spells of the appropriate level.
移動速度 25フィート
近接 [one-action] 拳 +19[+15/+11](機敏、巧技)、ダメージ 2d10+6[殴打]
秘術生得呪文 DC 28、攻撃+20;5レベル コーン・オヴ・コールド、ブラック・テンタクルズ;4レベル ウォール・オヴ・ファイアー、フライ、ブリンク;3レベル インヴィジビリティ、スティンキング・クラウド、ヘイスト;2レベル ウェブ、オブスキュアリング・ミスト、グリッターダスト;1レベル グリース、フェザー・フォール、フローティング・ディスク;キャントリップ (5レベル) シールド、タングルフット、デイズ、ディテクト・マジック、レイ・オヴ・フロスト
Energize Clockwork Wand/Energize Clockwork Wand [one-action] (精神集中) 頻度 10分に1回; 効果 The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher.
近接 [one-action] 拳 +19[+15/+11](機敏、巧技)、ダメージ 2d10+6[殴打]
秘術生得呪文 DC 28、攻撃+20;5レベル コーン・オヴ・コールド、ブラック・テンタクルズ;4レベル ウォール・オヴ・ファイアー、フライ、ブリンク;3レベル インヴィジビリティ、スティンキング・クラウド、ヘイスト;2レベル ウェブ、オブスキュアリング・ミスト、グリッターダスト;1レベル グリース、フェザー・フォール、フローティング・ディスク;キャントリップ (5レベル) シールド、タングルフット、デイズ、ディテクト・マジック、レイ・オヴ・フロスト
Energize Clockwork Wand/Energize Clockwork Wand [one-action] (精神集中) 頻度 10分に1回; 効果 The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher.