Frightful Fridays! One More Clockwork Fowl

Hello, Merry Christmas, and Happy Holidays!

I received a couple of notes on my previous offering of clockwork fowl, so I’m addressing those now. First of all, in recognition of the traditional Christmas goose, I’ve got a clockwork goose for you. It’s not quite as mean as its real-life counterpart, but it gets the job done. Secondly, I was reminded that I didn’t include stuffing to go with the fowl. It was an especially weird omission on my part, because it would have given me an excuse to throw in a swarm.

I hope you enjoy these holiday additions to your clockwork feasts. I’ll see you next week with something commemorate the end of 2020 and the beginning of a hopefully better 2021.

This massive clockwork bird extends its long neck and looks on with an approximation of pride while it blares a series of honks.
Clockwork Goose      CR 3
XP 800
Clockwork goose
N Small construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +5, Will +1
DR 5/adamantine; Immune construct traits
Weaknesses vulnerability to electricity, vulnerability to fire
OFFENSE
Speed 20 ft., fly 30 ft. (average)
Melee slam +7 (2d4+2), 2 wings +5 (1d6+1)
Special Attacks blood rage, intimidating hiss
STATISTICS
Str 14, Dex 15, Con —, Int —, Wis 11, Cha 11
Base Atk +4; CMB +5; CMD 19
Feats Flyby Attack, Improved Initiative[B], Lightning Reflexes[B], Multiattack
Skills Acrobatics +2 (-2 to jump), Fly +4
SQ difficult to create, extradimensional cavity, swift reactions, winding
ECOLOGY
Environment any
Organization solitary, pair, flock (3–12), or glurge (1–8 clockwork geese plus 1–8 clockwork turkeys, 1–8 clockwork ducks, and 1–8 clockwork chickens)
Treasure none
SPECIAL ABILITIES
Extradimensional Cavity (Su) A clockwork goose can fit another Small clockwork creature (except another clockwork goose) or up to four Tiny clockwork creatures within its confines. It can expel the clockworks contained within it as a full-round action.
Intimidating Hiss (Ex) As a swift action or as part of a charge, a clockwork goose can hiss at an opponent and attempt an Intimidate check to demoralize a single foe. If the goose attempts to demoralize a foe it charges, it gains a +8 racial bonus on its Intimidate checks.

Hundreds of impossibly tiny gears bounce together in unison.
Clockwork Stuffing Swarm      CR 1/2
XP 200
N Fine construct (clockwork, swarm)
Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception –2
DEFENSE
AC 21, touch 21, flat-footed 18 (+1 Dex, +2 dodge, +8 size)
hp 11 (2d10)
Fort +0, Ref +3, Will –2
Defensive Abilities swarm traits; Immune construct traits; Resist fire 5
Weaknesses vulnerability to electricity
OFFENSE
Speed 10 ft.
Melee swarm (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)
STATISTICS
Str 1, Dex 13, Con —, Int —, Wis 7, Cha 4
Base Atk +2; CMB —; CMD
Feats Improved Initiative[B], Lightning Reflexes[B]
SQ difficult to create, swift reactions
ECOLOGY
Environment any
Organization solitary, this won’t ever reheat (2–6)
Treasure none

Construction
The creator of a clockwork goose must start with crafted clockwork pieces worth 900 gp. The creator of a clockwork stuffing swarm must start with crafted clockwork pieces worth 200 gp, but can use scraps from the creation of a clockwork fowl to reduce the cost to 0 gp.

Clockwork Stuffing Swarm
CL 12th; Price 1,700 gp (or 1,500 gp when sold with a clockwork fowl)
Construction
Requirements Craft Construct; geas/quest, resist energy (fire), and summon swarm, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 950 gp (or 750 gp when created with a clockwork fowl)

Clockwork Goose
CL 12th; Price 17,900 gp
Construction
Requirements Craft Construct; geas/quest, rage, secret chest, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 9,400 gp

CLOCKWORK GOOSE     CREATURE 3
N Small Clockwork Construct Mindless
Perception +9; darkvision
Skills Acrobatics +9, Athletics +8, Intimidation +9
Str +4, Dex +3, Con +3, Int –5, Wis +0, Cha –1

AC 18; Fort +12, Ref +9, Will +4
HP 57; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 5, fire 5; Resistances physical 5 (except adamantine)
Extradimensional Cavity (arcane) A clockwork goose can fit another Small clockwork creature (except for another clockwork goose) or four Tiny clockwork creatures within its confines.
Ferocity [reaction]
Winding A clockwork goose must be wound with special keys in order to function. A fully wound clockwork goose remains active for 2 days.

Speed 25 feet, fly 30 feet
Melee [one-action] wing +12, Damage 1d8+8 bludgeoning
Clockwork Goose Rage [one-action] (concentrate, emotion, mental) The clockwork goose enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it is destroyed, whichever comes first. While raging, the clockwork goose has AC 17, and its wing Strike deals 1d8+12 damage. While raging, the clockwork goose also can’t use actions that have the concentrate trait except for Seek. After it has stopped raging, the clockwork goose can’t use Clockwork Goose Rage again for 1 minute.
Expel Clockwork Creatures [two-actions] The clockwork goose ejects clockwork creatures it contains into an adjacent square.
Hissing Charge [two-actions] The clockwork goose Strides and makes a wing Strike with a +4 circumstance bonus to damage. The goose also attempts to demoralize the target as a free action.

CLOCKWORK STUFFING SWARM             CREATURE 0
N Medium Clockwork Construct Mindless
Perception +4; darkvision, tremorsense (imprecise) 30 feet
Skills Acrobatics +2
Str –4, Dex +3, Con +1, Int –5, Wis +0, Cha –4

AC 15; Fort +6, Ref +9, Will +1
HP 17; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, sickened, swarm mind, unconscious; Weaknesses area damage 2, electricity 2, splash damage 2; Resistances bludgeoning 2, fire 2, piercing 5, slashing 5

Speed 10 feet
Swarming Thumps [one-action] Each enemy in the swarm’s space takes 1d6 bludgeoning damage (DC 15 basic Reflex save).

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