Weird Western Monsters – Part 3 (Steam Machines and Clockwork Fiends)

Image result for "Westworld"1973 robot

NEXT STOP, WESTWORLD, ALL A-beep-boop-beep!

I’ve seen plenty of things in my day, but none of them involved these divines darned machines taking over the place.  I work for a living and some oiled up rust bucket won’t replace me!  I’m a representation of the great folk who live here, at least out in Cascading Ridge, a real oasis if I do say!  Now the place is probably gonna smell of bad oil.  I’m gonna file a grievance to the mayor about this.  I won’t be replaced!
– Gristle Pete, deceased cook for the Cascading Ridge Saloon and former miner.

“Shame about ol’ Pete.  But, rumor has it that there’s an order hunting down folks who steal a fine explosive powder filled with magic.  I heard Pete’s been hoarding it like something fierce.  Plus, no machine can shoot with that level of precision, that bullet hole between the eyes?  That’s masterwork!  Hmm, certainly the act of an elite gunslinger, the wound is still somewhat fresh.  I’d say maybe a couple of days old.”
– Jeanette P. Hoffman, Human Smokepowder Shootist, “Wandering Medical Examiner”.

The machines, they seem to be popping up everywhere.  As long as there’s some hack scientist with some kinda idea, something automated will appear soon after.  Gristle Pete, the saloon’s mad cook got strung up by something a couple of weeks ago after babbling about “automatons replacing him”.  Poor ol’ loon.  Plus, the owner of the bar seems a bit toooo friendly with his top of the line automaton staff, it’s downright disgusting.  Plus, you got the mechanical miners too.  Ol’ Pete used to be a miner once, ya know?  No wonder he’s paranoid.  Keep your distance from one of those wandering tin cans, if ya know what’s good.

Author’s Note: Machines, constructs, robots!  I always love crafting something like that.  Hell, I did an entire post dedicated to robots before.  Plus, what better way to celebrate the Fourth of July than with some crazy, volatile machines!

 

 

Gun-Mage.

File:Gun Mage Captain Adept.jpg

Magic?  Cool!  Guns?  Cooler!  Goggles?  SUPER COOL!

Wizards and sorcerers typically embody the magics of olden times.  Thanks to artificers and arcane tinkers, magic has evolved.  One of these new schools of magic merges the modern technology of the firearm with potent spellcraft.  The Gun-Mage is a potent force of martial might meshed with spellslinging sorcery.

Medium humanoid (any race), any-alignment

Armor Class 15 (padded leather)

Hit Points 54 (9d8 + 9)

Speed 30 ft.

STR 11 (+0), DEX 18 (+4), CON 13 (+1), INT 19 (+4), WIS 15 (+2), CHA 10 (+0)

Skills Acrobatics +6, Arcana +5, Perception +4

Saving Throws Dexterity +6, Intelligence +6, Wisdom +4

Senses passive Perception 14

Languages. Common, plus one other language.

Challenge 5 (1,800 XP)

Arcane Shot.  All firearm attacks with the gun mage are considered magical.  Furthermore, the gun mage can expend a 1st level spell slot to add an additional 9 (2d8) force damage to their attack.  The gun mage may increase this by 1d8 for any additional spell slot used.  This bonus damage cannot exceed 5d8.

Quick Shootist.  The gun mage may use its reaction to equip a firearm.  Furthermore, it ignores the loading or reload feature on a firearm as well.  Furthermore, the gun mage does not get disadvantage for making a ranged attack with their gun while adjacent to an enemy.

Spellcasting.  The gun mage merges magical talent with gun fighting.  Spellcasting functions as a Ranger of 9th level, using a modified spell list.  Intelligence is the casting stat for these spells (+6 to hit, DC 14):

  1. (4 Slots) Absorb Elements, Hail of Thorns, Snare, Zephyr Strike
  2. (3 Slots) Cordon of Arrows (Bullets)
  3. (2 Slots) Lightning Arrow (Bullet)

ACTIONS

Multiattack.  The gun mage may attack twice per round.

Revolver.  Ranged Weapon Attack: +6 to hit, range 60 ft./180 ft., one target.  Hit: 11 (2d6 + 4) piercing damage.

Mage Staff.  Melee Weapon Attack: +6 to hit, reach 5ft., one target.  Hit: 7 (1d6 + 4) bludgeoning damage.

 

 

Mad Scientist

Image result for Girl Genius

Mad?  I’ll show you mad!  Your comment makes me mad and my hyper-powered pressure blast rifle seems to agree!

Crazy Crafters.  A mad scientist will never turn down an opportunity to explore all bounds of possibility.  With trusty lab coat and goggles always available, they’re ready for another bizarre experiment!

Medium humanoid (any race), any non-lawful alignment

Armor Class 13 (Lab Coat); 16 (mechanical shield)

Hit Points 59 (7d8 + 14)

Speed 30 ft.

STR 12 (+1), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 13 (+1), CHR 15 (+2)

Skills.  Arcana +7, Persuasion +5, History +7, Investigation +7

Tools.  Alchemist’s Tools, Tinker’s Tools

Saving Throws.  Intelligence +5, Wisdom +4, Charisma +3

Senses darkvision 60 ft. (goggles), passive Perception 11

Languages Common and two languages of choice

Challenge 3 (700 XP)

Artificer’s Knowledge.  Upon practicing with a tool or skill for up to 1 hour, they have proficiency in that roll for the next 24 hours.

Tech Knowledge.  The mad scientist gains advantage on all checks related to understanding and using technology.

MY KNOWLEDGE!.  The mad scientist’s devices are downright absurd and alien to anyone else looking at their craft.  Each device is unique to them and only they know how it works.  It’s unlikely that players will be able to use these contraptions, should any survive the fight.  Refer to the Figuring Out Alien Technology charts (Dungeon Master’s Guide, Page 268).  Treat any leftover devices as super complex (requiring four successes).  Count any salvaged artifact as a magical item.

Versatile Technology.  The can call upon various super-science techniques and abilities listed below, having 3 available at one time.  During a short or long rest, they are capable of swapping them out for a different set.  Actions and Reactions are listed below.  At least one of the chosen abilities must be a versatile action (or attack, specifically).

  • Energy Field.  (1/Day)  As an action, the mad scientist can activate this field, which surrounds and protects them.  The effect lasts for up to 1 minute or until dispelled.  The mad scientist gains 15 temporary hit points.  When the mad scientist would lose this temp from an attack, the subject takes 15 force damage.  Once the temp is gone, the effect ends.
  • Goggle Upgrade.  The Mechanist’s goggles can see up to 120 ft., even in magical darkness.  However, they see heat patterns  In addition, the goggles can register heat patterns through walls and thick surfaces, as well as see in magical darkness.
  • Jet Pack.  As a bonus action, the Mechanist can activate the jet pack and gain a fly speed of 30 ft.  They can deactivate this with a bonus action.
  • Performance Booster (1/Day).  As a bonus action, the Mechanist may take a performance enhancing drug.  Upon doing so, they have advantage on all attack rolls and saving throws until the end of their next turn.
  • Versatile Action.  Select one Versatile Action below.
  • Versatile Reaction.  Select one Versatile Reaction below.

ACTIONS

Versatile Actions.  The following can be actions selected with the Versatile Technology feature.  At least one feature must be an attack.  All weapons are granted a +1 bonus to attack, which is factored in.

  • Chain Sword.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 6 (1d10 + 1) piercing and 9 (2d8) slashing damage.
  • Death Ray.  Ranged Weapon Attack: +6 to hit, range 60 ft./120 ft., one target.  Hit: 12 (2d10 + 2) necrotic damage.  The target must make a (DC 15) Constitution saving throw (DC 15) or lose the ability to regain hit points until the end of their next turn.
  • Fire Starter.  Ranged Weapon Attack: +6 to hit, 20 ft. cone, all targets in range.  Hit: 9 (2d6+2) fire damage.
  • Energy Gun.  Ranged Weapon Attack: +6 to hit, range 80 ft./240 ft., one target.  Hit: 8 (1d10+2) lightning damage plus 5 (1d10) force damage.
  • Sonic Distortion Machine.  Ranged Weapon Attack: +6 to hit, 15 ft. burst from user, all targets in range.  Hit: 10 (3d4+2) thunder damage.

REACTIONS

Versatile Reactions.  As with the versatile actions, these are available as options too.  See above for more information.

  • Evacu-Spring.  The large boots of the mad scientist launch coiled springs, causing the mad scientist to leap into the air and away from danger.  As a reaction when being targeted by an attack, the mad scientist may jump upwards to 20 feet away from their current position.  This does not prevent any opportunity attacks, but it might cause ranged attacks to be fired outside of previous range increment.
  • Mechanical Shield.  When the mad scientist is subjected to an attack, it may use its reaction to have metallic disc form around the creature from a device, granting an additional 3 armor class.  This device remains active for up to 8 hours.  Upon deactivating or being ended early, the mad scientist must take a long rest before calling upon it again.

 

Variant: Advanced Mad Scientist

  • Add +1 to all attack rolls, saving throws and skill checks that the mad scientist is proficient in.
  • Adjust hit points to 79 (10d8 + 20)
  • Add Tinkerer’s Defense.  The mad scientist has advantage on all saving throws against magical effects and spells as well as effects caused by technological devices.
  • Choose 2 additional versatile technologies.
  • Gain Multiattack, allowing them to attack twice per round.
  • Adjust to Challenge 6 (2,300 XP)

 

 

Locomotomaton.

Image result for timesplitters future perfect "robot louis stevenson"

These clockwork constructs are, as the name implies, build for railway service.  For the most part, they either aid in the construction process or aid in maintenance (especially for more dangerous tasks).  While not innately aggressive, they can provide powerful security should a train be under attack or a rail camp need defense.  When not shoving coal into an engine or helping with repairs, these motorized conductor aids are also the perfect rail service companion!

Medium construct (robot), neutral

Armor Class 18 (metal plating)

Hit Points 52 (7d8 + 21)

Speed 30ft.

STR 18 (+4), DEX 13 (+1), CON 16 (+3), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)

Skills. Athletics +7, Intimidate +6

Damage Resistances. bludgeoning/piercing/slashing from non-magical weapons

Damage Immunities. psychic, poison

Condition Immunities. charmed, frightened, paralyzed, poisoned, prone

Skills. History +5, Investigation +5, Perception +4

Senses. Darkvision 60ft., passive Perception 14

Challenge 4 (1,100 XP)

Hulking Form.  The construct counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

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

Machine.  Robots and other machines are immune to diseases, sleep, among various other effects.

Repair Bot.  The locomotomaton is designed to help maintain trains, but also other crafts.  It can make checks to assess damage and repair it with doubled proficiency.

ACTIONS.

Hook Hand.  Melee Weapon Attack: +7 to hit, reach 10ft., one creature.  Hit: 11 (2d6 + 4) piercing damage.

Body Slam.   Melee Weapon Attack: +7 to hit, reach 10ft., one creature.  Hit: 11 (2d6 + 4) bludgeoning damage.

Steam-Powered Chest Blast (Recharge 6).  Melee Weapon Attack: (DC 15) Dexterity saving throw, reach 10ft., one creature.  Hit: 7 (1d6 + 4) bludgeoning damage plus 6 (1d10) fire damage.  All creatures within 5ft. of the target must make a (DC 15) Dexterity saving throw or take 4 (1d8) fire damage.

 

 

Mechanical Miner

Pure Steam Clockwork Miner

Why ruin yourself in a mine when you can send in a clockwork buddy?  Behold, the Mechanical Miner!  These steam-driven creations are more than happy to carve through a mountainside for you.  Its propulsion drill and power pick are capable of carving through all means of earth and rock.  However, it still has a few hiccups when exposed to lightning, which is confusing for the poor critter.  But, don’t worry about that.

Medium construct (robot), unaligned

Armor Class 16 (natural armor)

Hit Points 26 (4d8 + 8)

Speed 25ft., Burrow 15ft.

STR 14 (+2) DEX 13 (+1) CON 14 (+2) INT 8 (-1) WIS 10 (+0) CHA 7 (-2)

Skills Acrobatics +3, Athletics +4, Perception +4

Damage Immunities. psychic, poison

Condition Immunities. charmed, frightened, poisoned

Senses Darkvision 60ft., passive Perception 14

Languages understands Common and one language spoken by its creator

Challenge 1/2 (100 XP)

Electrical Haywire.  When hit with lightning damage, the miner must make a (DC 10) Constitution saving throw.  Upon failure, it goes berserk and uses its next turn to attack the closest creature to it.

Immutable Form. The mechanical miner is immune to any spell or effect that would alter its form.

Machine.  Robots and other machines are immune to diseases, sleep, among various other effects.

Power Treads.  The mechanical miner can move through almost any terrain.  It ignores difficult terrain, except under extreme circumstances.

ACTIONS

Digging Pickax.  Melee Weapon Attack: +4 to hit, reach 5ft., one target.  Hit 9 (2d6 + 2) slashing damage.

Spring Claw.  Melee Weapon Attack:  +4 to hit, reach 10ft., one target.  Hit 5 (1d6 + 2) bludgeoning damage.  The target is also grappled and must take an escape action (DC 12) to break free.

Mad Adam.

Handyman

Named after the “Post-Modern Golem” from a popular story, this is the moniker given to a series of experiments that dealt with melding machine and man.  Many of the subjects found their minds collapsing under the stress, humiliation and pain that their new forms brought them.  However, they still express a strange loyalty to the scientists who rebuilt them from their frail, failing and weak states.  Many of these test subjects were once the sick and needy, as well as the criminal and discarded.  For them, augmentation was a new start at life.  Their new life proves to be unfortunately terrible, due to the callous and cold nature of both government research and private funded grants from eccentric millionaires.  Some of the machine men are unstable and violent, while the rest tend to be a bulkier and more miserable version of their old self.

Reluctant Warmachines.  The tale of Mad Adam is a tragedy.  These were once men who were part of elite military engineering corps as well as soldiers.  Horrors of warfare and innovation mangled their bodies to the point of near death.  However, new technologies gave them a second chance, as cyborg monsters.  The dark truth is that in times of emergency, their bodies are automatically launched against whatever the cause may be.  Thus, they’re forced to either help or fight off the cause of the issue.  They’re often used for sinister agenda beyond their own control.  Even in their final moments, they cannot escape pain and suffering.

Large construct (cyborg), lawful evil

Armor Class 20 (natural armor)

Hit Points 190 (20d10+80)

Speed 40ft.

STR 22 (+6), DEX 15 (+2), CON 18 (+4), INT 12 (+1), WIS 15 (+2), CHA 8 (-1)

Skills Athletics +7, Perception +10

Saving Throws Dexterity +6, Constitution +8

Damage Resistances  lightning, bludgeoning/piercing/slashing from non-magical weapons

Damage Immunities  psychic, poison

Condition Immunities  charmed, frightened, paralyzed, poisoned

Senses  Darkvision 60 ft, passive Perception 20

Languages Common

Challenge 11 (7,200 XP)

Immovable. Mad Adam is immune to forced movement or being pushed over.

Immutable Form. Mad Adam is immune to any spell or effect that would alter its form.

Machine.  Robots and other machines are immune to diseases, sleep, among various other effects.

Steam Tech Cybernetics.  Mad Adam counts as both a humanoid or a construct, depending on which is more advantageous.

ACTIONS

Multiattack.  Mad Adam may attack up to three times per round.

Grappling Hand.  Melee Weapon Attack: +10 to hit, reach 10ft., one target.  Hit: 13 (2d6 + 6) bludgeoning damage and are grabbed.  Targets must use an escape action (DC 18) to break free.

Slamming Arm.  Melee Weapon Attack: +7 to hit, reach 10ft., up to two targets within 10ft. swiping arc.  Hit: 12 (1d12 + 6) bludgeoning damage and the target is knocked prone.

Electric Shock (Recharge 6).  Ranged Weapon Attack: (DC 18) Dexterity saving throw, 15ft. burst from user, all creatures within range.  Hit: 21 (6d6) lightning damage, the target must make a (DC 18) Constitution saving throw or become stunned for 1 round.   Damage is halved on a successful, no further effects occur.

REACTIONS

Gratuitous Battering.  If a creature is knocked prone or grabbed, it may use its reaction to inflict more pain on the subject. The target must make a dexterity saving throw (DC 18) or take an extra 14 (4d6) damage.

Death Throes.  Upon dropping to 0 HP, Mad Adam can use its reaction to unleash a blast wave of electrical current.  All creatures within 15 ft. of Mad Adam must make a (DC 18) Dexterity saving throw or take 13 (3d8) lightning damage.

 

 

Fire Worker

Image result for flying rocket launcher bot

Small steam-powered machines dedicated to one purpose, to launch fireworks.  They were originally made for festivals, until it was discovered they’re not bad for warding off intruders and good-for-nothings.  After all, fireworks were once used as a weapon.  Each bot contains several fireworks and will often fly back to a supply cache once supplies have run low… but this isn’t likely to happen in a single fight, assuming they survive.

Small construct (robot), unaligned

Armor Class 13 (natural armor)

Hit Points 7 (2d6)

Speed 10ft.; Fly 60 ft.

STR 8 (-1) DEX 15 (+2) CON 10 (+0) INT 6 (-2) WIS 12 (+1) CHA 5 (-3)

Damage Resistances  fire

Damage Immunities  psychic, poison

Condition Immunities  charmed, frightened, paralyzed, poisoned

Senses  Darkvision 60 ft, passive Perception 11

Languages –

Challenge 1/2 (100 XP)

ACTIONS

Firework.  Ranged Weapon Attack: +4 to hit, range 60 ft., one creature.  Hit: 6 (1d8 + 2) fire damage.  All creatures (including the target) must make a (DC 12) Dexterity saving throw.  Upon failure, they take 5 (2d4) fire damage and are on fire.  They continue to take 5 (2d4) fire damage at the start of their turn and may also make a new save to put out the fire.  Upon success, take 2 (1d4) fire damage and suffer no extra effects.  This damage does not stack with itself.

 

 

IMAGE CREDITS: Westworld Screenshot – MGM Entertainment; Cygnar Gun Mage Captain Adept – Iron Kingdoms (Privateer Press); Girl Genius – Phile Foglio; Clockwork Miner (Pure Steam) – Bekah Crowmer; Robot Louis Stevenson – TimeSplitters: Future Perfect (Free Radical Design/Crytek); Handyman – BioShock Infinite (Irrational Games); Security Bot – BioShock (Irrational games)

Westworld is property of MGM.  Iron Kingdoms is property of Privateer Press. Girl Genius is property of Phile Foglio.  Pure Steam is property of ICOSA Entertainment.  TimeSplitters is property of Crytek.  BioShock is property of Irrational Games.  Created by Doctor Necrotic, for Doctor Necrotic Media.  All rights and copyrights belong to respective owners.

 

 

 

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2 thoughts on “Weird Western Monsters – Part 3 (Steam Machines and Clockwork Fiends)

  1. Pingback: Doc’s Bestiary of the Planes! | Daemons & Deathrays

  2. Pingback: Weird Western NPCs | Daemons & Deathrays

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