Moduli

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Clockwork Angel

Description

A clockwork angel is an escaped Moduli Gestalt (more information on page 2). This is a Hard encounter for a party of four level 5 players. It assumed that the players have some experience fighting moduli, or this encounter may turn out to be substantially more difficult. It consists of the following creatures:

# CR Type Attatchment
2 CR1/2 Clockwork Critters to the Sentinel
1 CR1 Clockwork Hound to the Sentinel
1 CR2 Clockwork Sentinel None
1 CR3 Clockwork Artifact to the Sentinel

The Critters form the wings and arms, the hound forms the legs, the sentinel forms the torso and the artifact forms the head. The Clockwork Angel's size is Large.

On the first turn, the clockwork angel attempts leaps off the ground (10ft), and flies up to 30 feet before blasting the party with ranged attacks. After that, it hastes itself and comes in for a melee attack with its legs and grapples the most problematic player before flying off again.

The Hound and Critters act on the same initiative, whatever initiative the hound rolled. If the torso unit is destroyed, the other parts detatch, and use their actions to recombine.

Art by M0zch0ps (mozchops.com)

Moduli

Moduli are an ancient race of mechanized lifeforms. They are found in scattered parts throughout their ruined necropolis. Adventurings in the area have caused their fallen civilization to stir once more.

As long as moduli have their form, they cannot die. Instead they go into a state of stasis. Most of the Moduli are in such a state, waiting for a nonexistent survivor to awaken them.

Awakening the Moduli

Normal healing magic has no effect on the moduli. Instead, there are three ways to restore the moduli. One, players can discover a forgotten spell located in the Moduli's grant archive that can restore a mechanism to the state it was manufactured. Two, a wish spell can duplicate the aforementioned spell. Lastly, players can find a Moduli and attempt a skill challenge (7 success before 3 failures, DC20), with each skill check taking to attempt. Casting one of the following spells grants one automatic success: fabricate, creation, animate object.

Moduli Traits


  • Damage Resistances poisoned
  • Condition Immunities frightened, poisoned
  • Languages Modron

Immutable form. The moduli is immune to any spell or effect that would alter its form.

Hibernating Stasis. Unless the moduli's body is destroyed, such as by the disintigrate spell, when the moduli is reduced to 0 Hit Points the creature falls unconscious and is stable.

Construct Nature. The moduli can't regain hit points except from the feature of another moduli.

Interlock. The moduli can grapple one other moduli and automatically succeeds when it attempts to do so. All modulis that are grappled together are considered interlocked. When interlocked modulis are subject to forced movement, they move in tandem. To move 5 feet, It takes an additional 5 feet of movement per interlocked moduli (10 feet for 2 creatures), at most 30 feet total.

Moduli Gestalts

Moduli, as seperate units, exhibit some interesting behavior; they can form spindly legs where there weren't before, fire a crossbow out of improvised parts, and build crude mechanisms for flight. The relevance of their dynamic nature isn't obvious until they are able to combine into Gestalts that give their form meaning.

Fighting an gestalt formation can be terrifying. Clockwork Tigers that pounce and rend. Clockwork soldiers that tower over normal humanoids, flying angels that pound enemies from afar. Twitching behemoths of a spider leaping from wall to wall, capable of firing calamitous beams. Whoever the moduli were, they were built for war.


Clockwork Critter

small construct, neutral


  • Armor Class 13
  • Hit Points 32 (5d6+15)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 13 (+1) 14 (+2) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1/2 (100 XP)

Actions

Multiattack. If the critter doesn't move for the duration of its turn, it makes two crossbow attacks.

Integrated Crossbow Ranged Weapon Attack: +5 to hit, or range 30/120 ft., one target. Hit: 8 (1d10+3) piercing damage.

Boosters. The critter fly speed increases to 120 feet and can hover until the end of the its next turn.


Clockwork Hound

medium construct, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 68 (8d8+24)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 13 (+1) 14 (+2) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1 (450 XP)

Inertial thrust. If the hound moves at least 20 ft. straight toward a creature and then hits it with a Integrated Armaments attack on the same turn, the hound can choose to push the target back 10 feet, knock it prone, or grapple it. Fpr each additional 10 feet of straight movement before the attack, the target takes an additional 5 (1d10) damage, up to a maximum of 16 (3d10) damage.

Actions

Integrated Armaments. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.

Pneumatic Pounce. The hound's movement is reduced to 0 and it gains the ability to jump, once, up to twice its remaining movement using its reaction. This jump does not provoke opportunity attacks and the maximum distance it can span is 30 feet.


Clockwork Sentinel

Medium construct, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 142 (19d8+45)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 16 (+3) 13 (+1) 20 (+5) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 17
  • Challenge 2 (400 XP)

Immobile Entity. The sentinel's speed can't be increased.

Parasitic Charging. The sentinel can choose to deal 11 (2d10) necrotic damage to each interlocked moduli each time it uses one of its damaging actions. For each moduli damaged, it increases the damage of the effect by 5 (1d10).

Actions

Bore Beam. The artifact fires out a beam in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one.

Blinding Blast. (Recharge 6) The artifact fires out a wave of energy at in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. Creatures take 5 (1d10) radiant damage and are blinded until the start of their next turn on a failed save. On a success, they take half as much damage and are not blinded.

Breach Bomb. (Recharge 4-5) The artifact fires out out a charge that detonates at a location within 30 feet with a 10 foot radius. Each creature in that sphere must make a DC 13 Dexterity saving throw. Creatures take 11 (2d10) thunder damage and pushed 10 away from the center of the detonation on a failed save. On a success, they take half as much damage and are not pushed.

Distributed Debugging. Each interlocked construct regains 5 (1d10) hit points.

Reactions

Altruistic Absorption Algorithm. When an effect targets this sentinel and any other interlocked moduli, the sentinel can force the effect to only target itself. If it does so, it automatically fails the first saving throw caused by the effect.


Clockwork Artifact

medium construct, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 42 (5d8+15)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 16 (+3) 20 (+5) 14 (+2) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 3 (700 XP)

Synergistic Spellcasting. The artifact is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). Any spells that the artifact casts that target itself also effect all interlocked modulis as well. The artifact has the following wizard spells prepared:
Cantrips (at will): blade ward, shocking grasp, light
1st level (4 slots): absorb elements, false life, shield, magic missile
2nd level (3 slots): alter self, shatter
3rd level (2 slots): blink, haste, lightning bolt

Actions

Teleport. The artifact teleports to a location it can see within 30 ft. Any interlocked modulis teleport with it.

Author's note

    I've given one example above on a Gestalt that is quite complex. However, the types of gestalts you can create is only limited to your creativity.  

    When actually using this homebrew, I suggest finding some good art, and building the parts up in your head. Remember, each part has flexibility in form. A clockwork critter, while originally (presumably) having two wings can turn into a one larger wing and an arm with a crossbow. A single hound can merge into one large tanky limb, and/or then bifurcate into two long spindly ones.

Credits

Thank you to the DoMT for advice and feedback. Special thanks to: Swordmeow, Caim (Cometdance), Layhnet, Sandwhichbear, Izzy, and GenuineBeliever

 

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