Jump to content

Clockwork

From Legends of Kern

Clockwork

Huge construct, unaligned
Armor Class 25 (Reinforced adamantium and steel plates)
Hit Points 800
Speed 10 ft.

STR 16 (+3)    DEX 1 (-5)    CON 27 (+8)
INT 16 (+3)    WIS 10 (+0)    CHA 8 (-1)

Saving Throws Str +6, Con +11, Int +6
Damage Vulnerabilities Lightning
Damage Resistances Fire, Force; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Tremorsense 360 ft.
Languages All Languages
Challenge 25 (75,000 XP)

Dark Runepowder Fusion. If Clockwork begins its’ turn with at least 1 hit point, it gains 10 hit points.

Magical Attacks. All of Clockwork’s attacks are counted as magical.

Self-Destruct Sequence. Clockwork is armed at the start of combat. After eight real-life minutes since the start of combat, every creature in a 240-foot radius of it has to succeed on a DC 18 Dexterity saving throw or take 16d12+10 Force damage. Clockwork can be disarmed before it explodes upon the completion of 3 successful Intelligence (Arcana) checks, going from DC 18, 21, and then 25. Upon a failure, a different player can use their action to attempt to disarm it or the same player can try again during their next turn. If Clockwork reduced to 0 hit points before the timer, he can be successfully disarmed by any creature as a free action.

Punctuality. At the start of each of Clockwork's turns, roll a d60, then consult the table below for the magical effect that it causes:

1-10: Time to Wake Up. Clockwork casts Sleep at 6th level. (15d8 hit points)
11-20: Time for Breakfast. A side panel opens up, exposing a cannon that launches a projectile at one creature within 120 feet of Clockwork. That creature has to succeed on a DC 20 Dexterity saving throw or take 12d8+8 bludgeoning damage and be flung away from Clockwork up to 30 feet, landing prone in the nearest unoccupied space. On a success, a creature takes half damage and is not flung away.
21-30: Time for Work. Clockwork makes two additional Runepowder Arc attacks during his turn.
31-40: Quitting Time. Clockwork’s top opens up and a volley of small missiles come spraying out at a group of creatures in a 20-foot radius that Clockwork can see. Each creature in that area must succeed on a DC 20 Dexterity saving throw or take 4d10 piercing damage plus 4d10+8 Fire damage, or half as much on a success.
41-50: Time to Party. Clockwork casts a variant of Otto’s Irresistible Dance on each creature he can see within 30 feet of him. The dance lasts until the beginning of his next turn.
51-60: Time to Rest. Clockwork heals itself for 80 (10d10+10) hit points.
15, 30, 45, and 60: Can’t Be Late. Roll the table again. Clockwork can have a maximum of three table effect rolls during each of his turns.
Actions

Multiattack. Clockwork makes two Runepowder Arc attacks.

Runepowder Arc. Ranged Spell Attack: +8 to hit, range 30/320 ft., one target. Hit: 3d6 Fire damage and 3d6+8 Force damage.