Creature: Clank

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Clanks.

Overview

They're clanks.

Clank Fixer

Fixer Clank

FIXER CLANK
Level 5 Ravager (Leader)
Small elemental animate (construct, vilekin)
XP 25
Initiative +5 Force technology; MR 10, PR 10
HP 59; Bloodied 29; Critical 15  
Fort 18, Ref 17, Will 15, Det 17  
Immune disease, poison, psychic; Resist necrotic; Vulnerable magnetic  
Speed 6  
Traits
Aura icon.png Autorepair (healing) ♦ Aura 1
Each bloodied ally within the aura of the (construct) subtype gains power 3 [15] temporary hit points at the start of its turn.
Hivemind
All clanks that can see each other can communicate telepathically regardless of the distance between them.
Standard Actions
Melee basic icon.png Spanner Blow ♦ At-Will
Physical Attack: Melee 1 (one creature); +7 vs Fortitude
Hit: Potency 4 [1d6+19] bludgeoning damage.
Ranged basic icon.png Power Jolt (lightning) ♦ At-Will
Technological Attack: Ranged 10 (one creature); +7 vs Reflex
Hit: Potency 3 [1d4+13] lightning damage.
Replicate ♦ At-Will
Effect: The fixer takes power 3 [15] damage, and produces a clank of at least 2 levels lower than the fixer in an adjacent square. The constructed creature takes its turn after the fixer, and its starting initiative is equal to that of the fixer.
Swift Actions
Repair (healing) ♦ Recharge 5
Effect: The fixer or one adjacent ally with the (construct) subtype gains power 5 [28] temporary hit points. This tech can only target a bloodied creature.
Str 12 (+1) ♦ Con 18 (+4) ♦ Dex 17 (+3) ♦ Per 12 (+1) ♦ Int 5 (-3) ♦ Wis 12 (+1) ♦ Cha 10 (+0) ♦ Brv 16 (+3) ♦ Luc 10 (+0)