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Clockwork Amalgam

A clockwork amalgam is a powerful construct created by applying magic to a collection of interchangeable internal mechanisms. Each clockwork amalgam has unique properties, although most stand roughly 12 feet tall and have five clockwork appendages tipped with integrated weapons.

Recall Knowledge - Construct (Arcana, Crafting): DC 45

Clockwork AmalgamCreature 20

Source Pathfinder #161: Belly of the Black Whale pg. 81
Perception +36
Skills Athletics +38
Str +10, Dex +7, Con +6, Int -5, Wis +0, Cha -5
AC 43; Fort +34, Ref +35, Will +28
HP 455; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Resistances physical 15 (except adamantine or orichalcum); Weaknesses electricity 20, orichalcum 20
Efficient Winding For the clockwork amalgam to act, it must be wound by another creature using a unique key. This takes 1 minute. Once wound, it remains operational for 72 days, after which time it becomes unaware of its surroundings and can't act until it's wound again.

The amalgam 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 a DC 31 Thievery check to Disable a Device to wind the clockwork down. For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
Recalibrate Two ActionsTwo Actions The clockwork amalgam can recalibrate its internal structure to shed damaged components and replace them with new ones, restoring 125 HP to the construct. Each time it uses this ability, the clockwork amalgam permanently deactivates one of its five melee attacks as the components from that arm reassemble within the core of the machine.
Speed 30 feet
Melee Single ActionSingle Action blade +38 [+33/+28] (magical, reach 10 feet), Damage 4d12+18 slashingMelee Single ActionSingle Action blowtorch +38 [+33/+28] (magical, reach 10 feet), Effect 10d6 fireMelee Single ActionSingle Action claw +38 [+33/+28] (magical, reach 10 feet), Damage 4d8+18 slashing plus PushMelee Single ActionSingle Action hose +38 [+33/+28] (magical, reach 15 feet), Damage 4d8+18 bludgeoning plus GrabMelee Single ActionSingle Action stamper +38 [+33/+28] (magical, reach 10 feet), Damage 4d8+18 bludgeoning plus KnockdownRanged Single ActionSingle Action spike +35 [+30/+25] (magical, range increment 40 feet), Damage 4d12+8 piercingWhirring Doom Three ActionsThree Actions Frequency once per round; Effect The clockwork amalgam becomes a blur of spinning weaponry. It makes up to five melee Strikes (one for each active melee attack it has available), taking a –4 penalty to the attack roll for each attack, but ignoring the multiple attack penalty until it has made all of its attacks. It can use each melee attack only once and it can target each creature in reach only once. If the clockwork amalgam used Whirring Doom in the previous round, it can use it again this round using only 1 action instead of 3. The amalgam's movement Speed is halved until the end of its next turn.

Sidebar - Related Creatures Fell Amalgams

Some clockwork amalgams become possessed by fell spirits or fiendish influences. Gifted with a spark of sentience, these “fell amalgams” purposely seek out other clockwork creations to destroy, collecting their parts and incorporating them into the fell amalgams' own ever-growing clockwork bodies. Unlike with typical clockworks, a fell amalgam's intricate clockwork brain can hatch cunning schemes and far-reaching plans.