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Monsters

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).