The Winder
Level 19Hazard (Complex)HazardMediumLegacy
AC 43
HP 250 (BT 125)
Speed 0 ft.
Fort +32
Ref +35
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +31
Disable DC 50 thievery (master) to deactivate the system, or DC 40 athletics (legendary) to jam the gears for 1 round
Immunities critical hits, precision
Recall Knowledge arcana DC 39
Abilities
Wind Up↺
Trigger A creature other than the Rumormonger enters the room, or the Rumormonger commands the device to activate --- Effect The Winder rolls initiative.
Wind◆
The Winder winds a clockwork creature in the room. If the creature is currently inactive, this activates the creature, allowing it to act normally for 1d4 rounds. If already active, this instead increases the number of rounds the clockwork creature remains active by 1d4.