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MonstersConstruct

Clockwork Amalgam

A nightmare welded from salvaged clockwork parts, a bristling tower of blades and blowtorches grinding forward with total indifference.

rareClockworkConstructMindless

A nightmare assembled from the salvaged parts of lesser clockworks, the clockwork amalgam is a bristling tower of blades, blowtorches, and stamping pistons. It grinds forward with the relentless indifference of a machine that was never meant to be merciful.

In play

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).

Level 20

Perception +36 · Skills Athletics +38

STRDEXCONINTWISCHA
+10+7+6-5+0-5
ACFortRefWill
43+34+35+28

HP 455 · Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious · Resistances physical 15 (except adamantine or orichalcum) · Weaknesses electricity 20, orichalcum 20

Speed 30 feet

Actions

  • Melee Blade [Single Action] +38 (reach 10 ft, Magical), Damage 4d12+18 slashing
  • Melee Blowtorch [Single Action] +38 (reach 10 ft, Magical), Damage 10d6 fire
  • Melee Claw [Single Action] +38 (reach 10 ft, Magical), Damage 4d8+18 slashing plus
  • Melee Hose [Single Action] +38 (reach 15 ft, Magical), Damage 4d8+18 bludgeoning plus
  • Melee Stamper [Single Action] +38 (reach 10 ft, Magical), Damage 4d8+18 bludgeoning plus
  • Ranged Spike [Single Action] +35 (range 40 ft, Magical), Damage 4d12+8 piercing