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.

Description

A large metallic arm, 20 feet long, is set into the floor. It rotates around the room to wind up nearby clockwork creatures.