Copper Automaton

A clockwork warrior of copper and bronze whose fists grow searing hot as it fights, built by desert wizards to toil tirelessly or guard their treasures.

Setting: Al-Qadim · Sources: MC13 Al-Qadim Appendix

Appearance

These are enchanted statues of bronze, iron, and copper with concealed gearwork, counterweights, and levers, held together by spells that make them move and fight under set conditions. Each reflects its maker's taste: some are tall and leggy, others squat and thick, but all share blank eyes and corroded surfaces, sometimes decorated with silver or gold inlay. Most are shaped like armored warriors, though some are made as lords, farmers, or even monstrous humanoids.

They move slowly but nimbly, as their makers' orders dictate. Their limbs respond with speed and force, and their joints are nearly as flexible as a human's: fingers grip, waists bend, and they walk smoothly, if not as quickly as a person.

Combat

An automaton normally punches twice a round for 1d6 each. After the first round its fists glow with inner heat, and every blow then deals 2d6 as fire joins force. Creatures immune to heat take only the 1d6 from impact.

It can also wield weapons, and wealthy makers sometimes equip theirs with magical matched pairs of maces, scimitars, small axes, or daggers. It attacks twice per round with these at no penalty, but both attacks must go against one foe. It can heat iron weapons red-hot in two rounds; they deal normal damage for those first two rounds and an extra 1d6 per blow after that.

Only repairing its metal parts and renewing its enchantments heals it. A smith and a wizard laboring as a team mend 1d8 points daily. An automaton reduced to 0 hp is beyond repair and must be built anew.

Habitat and Society

Wizards and artificers build these intricate, spell-woven gearworks to be nimbler and less clumsy than golems. Most serve as slave labor in forges, building sites, and waterworks, while magically armed ones guard a wizard's home and valuables while the owner travels. Because they never sleep, tire, or complain, they can raise marvels quickly or in strange places; travelers tell of desert palaces, neatly cleared jungle plots, and mountain terrace gardens built and kept by automatons.

Few know how to make them, and fewer will share. Construction needs a wizard of 9th level or higher, 10,000 gp or more, and at least two months. The frame uses copper ore, magma, iron gearing, lead weights, and one or more diamonds to carry the magical heat. The enchantment demands salamander or fire snake blood plus oil of slipperiness to lubricate the works. These are costly to ruinous even when found, and can double the price for a mage who cannot make or gather them personally.

Ecology

Automatons need no food, rest, or outside power and have no place in nature. Legend says the efreet gave humans the secret of making them, hoping to seize control of the machines one day and rule human lands. Because automatons are seldom kept in civilized places, that plan has come to nothing.

More: Monsters starting with C · Al-Qadim monsters · All monsters A-Z

Statistics

Climate/TerrainRuins
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietNone
IntelligenceLow (5-7)
TreasureNil
AlignmentNeutral
No. Appearing1 (90%) or 3-18 (10%)
Armor Class3
Movement9
Hit Dice6
THAC015
No. of Attacks2
Damage/Attack1-6/1-6 or 2-12/2-12
Special AttacksHeat
Special DefensesSpell immunities
Magic ResistanceNil
SizeM
MoraleFearless (20)
XP Value650