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Clockwork Belimarius

This creature did not include a description.

Recall Knowledge - Construct (Arcana, Crafting): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Clockwork BelimariusCreature 5

Legacy Content

Unique N Medium Clockwork Construct Mindless 
Source Rusthenge pg. 47
Variant clockwork mage
Perception +12; darkvision
Skills Acrobatics +14
Str +2, Dex +4, Con +3, Int -5, Wis +2, Cha -5
Wind-Up 24 hours, DC 21, standby
Items +1 striking halberd, clockwork wand
AC 22; Fort +13, Ref +14, Will +10
HP 60; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 5 (except adamantine, bludgeoning, or orichalcum); Weaknesses electricity 5, orichalcum 5
Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 27 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 1st-level innate spell the clockwork mage cast (fear, if the clockwork Belimarius hasn't yet cast a 1st-level spell in this adventure). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate level.
Speed 25 feet
Melee [one-action] halberd +18 [+13/+8] (magical, reach, versatile S), Damage 2d10+2+4 piercing plus dispelling criticalArcane Innate Spells DC 23, attack +15 (+4 dmg); 2nd magnetic repulsion, resist energy; 1st color spray, fear, mage armor; Cantrips (2nd) daze, shield, tanglefoot
Dispelling Critical On a critical hit with a halberd Strike, shards of noqual built into the clockwork Belimarius glow green for a moment. Instead of inflicting additional damage with the critical hit, the clockwork Belimarius instead attempts a counteract check with a +18 bonus against one magical effect active on the target.