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Clockwork Amalgam

Creature 20 (rare) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +36
Skills athletics +38
Str
+10
Dex
+7
Con
+6
Int
-5
Wis
+0
Cha
-5
AC 43 Fort +34 Ref +35 Will +28
HP 455
Resistances physical (except adamantine, orichalcum) 15
Weaknesses electricity 20, orichalcum 20
Speed 30 feet

Offense

Melee Blade +38, Damage 4d12+18 slashing
Melee Blowtorch +38, Damage 10d6 fire
Melee Claw +38, Damage 4d8+18 slashing
Melee Hose +38, Damage 4d8+18 bludgeoning
Melee Stamper +38, Damage 4d8+18 bludgeoning
Ranged Spike +35, Damage 4d12+8 piercing

Abilities

Efficient Winding — For the clockwork amalgam to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 7 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). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt a DC 33 Thievery check to Disable a Device to wind the amalgam down. For each success, the assassin loses 1 hour of operational time. This can be done even if the amalgam is in standby mode.
Recalibrate — The clockwork amalgam can recalibrate its internal structure to shed damaged components and replace them with new ones, restoring 125 healing HP to the construct. Each time it uses this ability, the clockwork amalgam permanently deactivates one of its five melee attacks as the components from that arm reassemble within the core of the machine.
Whirring Doom — Frequency once per round The clockwork amalgam becomes a blur of spinning weaponry. It makes up to five melee Strikes (one for each active melee attack it has available), taking a -4 penalty to the attack roll for each attack, but ignoring the multiple attack penalty until it has made all of its attacks. It can use each melee attack only once and it can target each creature in reach only once. If the clockwork amalgam used Whirring Doom in the previous round, it can use it again this round using only 1 action instead of 3. The amalgam's movement Speed is halved until the end of its next turn.
Grab — Grab
Push — Push

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