Into the Past: “BONECLAW” Class Gearsman (Mk. I)

Continuing on from part 1part 2 and part 3 with our visit into the past of Nimmeria here is another updated gearsmen guarding Xoud’s lab at the Technic League Compound.  This is a melee/battlefield control model (due to reach).  Built from the undead of the same name.

“BONECLAW” CLASS GEARSMAN (MK. I)
Large Construct (robot), neutral

Armour Class 18 (reinforced skymetal plating)
Hit Points 60
Speed 20 ft.

Str 20 (+5)        Dex 13 (+1)       Con 16 (+3)
Int 10 (+0)         Wis 10 (+0)        Cha 10 (+0)

Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t skymetal.
Damage Immunities necrotic, poison, psychic
Damage Vulnerabilities lightening
Condition Immunities charmed, frightened, paralysed, petrified, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 14
Languages Gothic
Challenge 4 (1,100 XP)

Adaptive Learning. A boneclaw gearsman can automatically gain skills, proficiency and feats as needed though it can only have one new ability active at any given time.

Gift of the Machine God. As a creature of technology, a boneclaw gearsmen gain many damage and condition resistances and immunities but they are also susceptible to lightning attacks.

 Scanner.  The boneclaw gearsmen gains double proficiency bonus in the Perception skill.

ACTIONS                                   
Combined Arms.  A boneclaw gearsmen can makes two melee attacks.

Skymetal Claw.  Melee Natural Weapon Attack: +7 to hit, reach 10 ft.; one target.
Hit: 11 (1d12+5) slashing damage.

REACTIONS                              
Relentless Opportunist.  If the boneclaw gearsmen hits with an opportunity attack, it can make another opportunity attack against the same target during the current turn as part of the same Reaction.

Anathema Nanites (1/day).  When the boneclaw gearsmen is first bloodied it automatically releases nanites from its body in 50-foot sphere centered on itself.  All mechanical creatures in the area of effect are repaired for 10 (1d8+6) hit points (including the boneclaw gearsmen).  All living creatures must make a DC 14 Constitution save or suffer 10 (1d8+6) necrotic damage as the nanites attack their bodies.

DESCRIPTION
This model is built for hand-to-hand combat and has ape like arms that end in gleaming skymetal claws.

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