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Clockwork AmalgamCreature 20


RareLargeClockworkConstructMindless
Source Pathfinder #161: Belly of the Black Whale
Perception +36
Languages none
Skills Athletics +38
Str +10, Dex +7, Con +6, Int -5, Wis +0, Cha -5

AC 43; Fort +34; Reflex +35; Will +28;
HP 455
Speed 30 feet
Weaknesses Electricity 20, Orichalcum 20
Resistances Physical 15

Blade One Action +38 (+33, +28) to hit (magical, reach 10) 4d12+18 Slashing
Blowtorch One Action +38 (+33, +28) to hit (magical, reach 10) 10d6 Fire
Claw One Action +38 (+33, +28) to hit (magical, reach 10, unarmed) 4d8+18 Slashing
Hose One Action +38 (+33, +28) to hit (magical, reach 15) 4d8+18 Bludgeoning
Stamper One Action +38 (+33, +28) to hit (magical, reach 10) 4d8+18 Bludgeoning
Spike One Action +35 (+30, +25) to hit (magical) 4d12+8 Piercing

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 Two Actions

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 Three Actions

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 One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Push One Action

Requirements The monster's last action was a successful Strike that lists Push in its damage entry


Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Clockwork

Clockworks are intricate, complex constructs that can be programmed to perform specific functions.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.