Clockwork Sentry
A hulking, piston-driven automaton posted as a guardian lunges to seize and hammer down anyone who tries to slip past it.
A clockwork sentry is a hulking guardian automaton, all pistons and reach, posted to seize anyone who tries to slip past it. It lunges, grabs, and hammers down whatever it catches.
Its pneumatic swing knocks the target prone.
In play
Sudden Seize [Reaction] Trigger A creature within a clockwork sentry's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a space during a move action it's using; Effect The clockwork sentry makes an Athletics check to Grapple the triggering creature.
Level 8
Perception +16 · Senses darkvision, _see the unseen_ · Skills Athletics +18
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +3 | +4 | -5 | +4 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 26 | +16 | +13 | +16 |
HP 115 · Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal, paralyzed, poison, sickened, unconscious, vitality, void · Resistances physical 10 (except adamantine or orichalcum) · Weaknesses electricity 10, orichalcum 10
Speed 25 feet
Actions
- Melee Pneumatic swing [Single Action] +20 (reach 10 ft, Magical), Damage 2d10+10 bludgeoning plus
- Melee Fist [Single Action] +20 (reach 10 ft, Agile, Nonlethal), Damage 2d6+10 bludgeoning plus
- Ranged Pulse blast [Single Action] +17 (range 100 ft), Damage 3d6 force plus