Clockwork Clock Tower

Level 20
Creature· clockworkRareGargantuanLegacy
AC 48
HP 325
Speed 40 ft.
Fort +36
Ref +33
Will +31
Perc +34
Size Gargantuan
Rare
Resistances physical 20 (except adamantine, orichalcum)
Weaknesses electricity 20, orichalcum 20
Senses darkvision
Skills athletics +38
Recall Knowledge arcana DC 45

Attacks

Melee Fist +36/+31/+26(reach 30 ft., unarmed)
Damage: 4d12+18 bludgeoning
Effect: stutter time
Melee Foot +36/+32/+28(agile, reach 20 ft., unarmed)
Damage: 4d8+18 bludgeoning

Abilities

Wind-Upinteraction

1 week DC 40 Thievery For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m. A clockwork that lists standby in its wind-up entry 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 to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.

Doleful Tollingdefensive(arcane, auditory, incapacitation)

Trigger The clockwork clock tower rolls initiative Effect The clock tower chimes, and all non-clockwork creatures within 300 feet who can hear it must succeed at a DC 42 will save or be Slowed 1 for 1 round (Slowed 2 on a critical failure).

Durable Exteriordefensive

When a clockwork clock tower is reduced to fewer than 200 HP or is damaged by a critical hit, its exterior shatters to reveal internal mechanisms, reducing its AC to 44 until it recovers enough HP to reach 200 HP or more.

Overclockoffensive

The clockwork clock tower loses 1 day from its winding time and becomes Quickened for 3 rounds. It can use this extra action to Step, Stride, or Strike. This quickened condition ends immediately if the clock tower is damaged by orichalcum.

Stutter Timeoffensive(arcane, incapacitation)

A creature struck by a clockwork clock tower's fist must make a DC 40 will save as time flows unevenly around it. Critical Success The creature is Quickened for 1 round and can use this extra action to Step, Stride, or Strike. Success The creature is unaffected. Failure The creature is Stunned 3. Critical Failure The creature is knocked out of time, which ceases to flow around the creature for 1 round. It is invulnerable to all damage, it can't be targeted or affected by anything, and no rounds elapse for any timed durations, conditions, afflictions, and other effects it has. The target can't act and remains fixed in place, defying gravity if applicable. After time begins to flow again for it, the creature is stunned 3.

Trample◆◆◆offensive

Huge or smaller, foot, DC 42 reflex save The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Description

Clockworks are machines built by engineers and augmented with magic. A clock tower reconfigured as an animated clockwork can rotate slices of time.