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Clockwork Amalgam
AC 43
rareClockworkConstructMindless
Lvl 20ClockworkConstructMindlessRare
- AC
- 43
- HP
- 455
- Perc
- +36
- Fort
- +34
- Ref
- +35
- Will
- +28
- STR
- +10
- DEX
- +7
- CON
- +6
- INT
- -5
- WIS
- +0
- CHA
- -5
Speed30 ft
Actions
- blade +38 4d12+18 slashing reach 10 ft
- blowtorch +38 10d6 fire reach 10 ft
- claw +38 4d8+18 slashing plus reach 10 ft
- hose +38 4d8+18 bludgeoning plus reach 15 ft
- stamper +38 4d8+18 bludgeoning plus reach 10 ft
- spike +35 4d12+8 piercing 40 ft
- AC
- 43
- HP
- 455
- STR
- +10
- DEX
- +7
- CON
- +6
- INT
- -5
- WIS
- +0
- CHA
- -5
AC 43
Fort +34
Ref +35
Will +28
HP 455
Immunities
bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious
Efficient Winding For the clockwork amalgam to act, it must be wound by another creature using a unique key. This takes 1 minute. Once wound, it remains operational for 72 days, after which time it becomes unaware of its surroundings and can't act until it's wound again.
The amalgam can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception).