Junior (1-2)
Level 1Attacks
Abilities
24 hours (2 hours remaining), DC 15 thievery, standby
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 t
Frequency 4 times per day. Animated knickknacks present at the beginning of the encounter count toward this limit
Effect Junior animates an unattended mundane object within 5 feet. Because Junior is damaged, the construct can't control its assistants, so the object acts on its own. The object fights using the statistics for an animated knickknack, attacking the nearest living creatures. It ceases to be animated after 1 hour, or if Junior is disabled or destroyed.
At the beginning of each round, roll to determine how Junior behaves.
- •1: Junior does nothing.
- •2: Junior spends one action to Stride to the nearest unattended object and then uses Animate Assistants to animate it. If Junior has no uses of Animate Assistants remaining, or there are no objects within range, the construct instead does nothing.
- •3-4: Junior spends as many actions as are necessary to Stride to the nearest living creature, then uses its remaining actions to make