Clockwork Infantry
A marching troop of 500-pound clockwork soldiers needs no food, rest, or mercy, advancing through terrain that would break living units.
With each unit being 500 pounds of metal and magic, a clockwork infantry is a force to be reckoned with on the battlefield. Needing no food, shelter, or rest and feeling no pain, clockwork infantry can advance where living units have great trouble.
Level 11
Perception +21 · Senses darkvision · Skills Athletics +23
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +7 | +3 | +5 | -5 | +5 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 30 | +24 | +21 | +18 |
HP 195 · Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poisoned, sickened, unconscious, vitality, void · Resistances physical 8 (except adamantine or orichalcum) · Weaknesses area damage 10, electricity 10, splash damage 10, orichalcum 10
Speed 25 feet; troop movement
Abilities
- Reactive Sweep [Reaction] Trigger An enemy within a 10-foot emanation uses a manipulate action or a move action, makes a ranged attack, or leaves a square in the area during a move action it's using; Effect The clockwork infantry lashes out with their halberds. The triggering enemy takes 2d10+10 damage (DC 27 basic Reflex save). If the enemy critically fails this saving throw and the trigger was a manipulate action, the damage disrupts that action. Troop Defenses
- Halberd Sweep [Single Action to Three Actions] Frequency once per round; Effect The clockwork infantry engages in a coordinated melee attack against each enemy in a 10-foot emanation, with a DC 27 basic Reflex save. The damage depends on the number of actions.
- Raise Defenses [Single Action] Frequency once per round; Effect The clockwork soldiers of the infantry extend external plates on mechanical actuators to defend the troop or an adjacent creature. The creature gains a +2 circumstance bonus to AC until the start of the infantry's next turn, or until it is no longer adjacent to the infantry, whichever comes first.