Clockwork Amalgam

Level 20
Creature· clockworkRareLargeLegacy
AC 43
HP 455
Speed 30 ft.
Fort +34
Ref +35
Will +28
Perc +36
Size Large
Rare
Resistances physical 15 (except adamantine, orichalcum)
Weaknesses electricity 20, orichalcum 20
Skills athletics +38
Recall Knowledge arcana DC 45

Attacks

Melee Blade +38/+33/+28(magical, reach 10 ft.)
Damage: 4d12+18 slashing
Melee Blowtorch +38/+33/+28(magical, reach 10 ft.)
Damage: 10d6 fire
Melee Claw +38/+33/+28(magical, reach 10 ft., unarmed)
Damage: 4d8+18 slashing
Effect: push
Melee Hose +38/+33/+28(magical, reach 15 ft.)
Damage: 4d8+18 bludgeoning
Effect: grab
Melee Stamper +38/+33/+28(magical, reach 10 ft.)
Damage: 4d8+18 bludgeoning
Effect: knockdown
Ranged Spike +35/+30/+25 (range 40 ft.)(magical)
Damage: 4d12+8 piercing

Abilities

Efficient Windingdefensive

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◆◆defensive

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◆◆◆offensive

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.

Graboffensive

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 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.

Pushoffensive

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