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Clockwork Serpent Mage

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Elite | Normal | Weak
Proficiency without Level

Clockwork Serpent MageCreature 13

Uncommon Medium Clockwork Construct Mindless 
Source Five Hundred Feet to Freedom pg. 64
Recall Knowledge DC 33 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Variant clockwork mage
Perception +25; darkvision
Skills Acrobatics +25
Str +3, Dex +8, Con +5, Int -5, Wis +3, Cha -5
Wind-Up 24 hours, DC 34, standby
Items clockwork wand
AC 35; Fort +25, Ref +27, Will +25
HP 195; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poisoned, sickened, spirit, unconscious, vitality; Resistances physical 7 (except adamantine or orichalcum); Weaknesses electricity 14, orichalcum 14
Clockwork Wand The clockwork serpent mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork serpent mage's chest, with only the crystal at the end exposed. The serpent mage can Interact to the remove the wand, or someone else can remove it with a DC 39 Thievery check to Disable a Device. The clockwork serpent 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 3rd-rank innate spell the clockwork serpent mage cast (the GM determines the spell randomly if the mage has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
Speed 25 feet
Melee [one-action] fangs +27 [+23/+19] (agile, finesse), Damage 3d8+13 piercingArcane Innate Spells DC 36, attack +28; 7th disintegrate, true target; 6th disintegrate, repulsion, vibrant pattern; 5th impaling spike, slither, telekinetic haul; 4th flicker, fly, shape stone; 3rd aqueous orb, haste, invisibility; 2nd mist, revealing light, web; 1st carryall, gentle landing, grease; Cantrips (7th) caustic blast, daze, puff of poison, shield, telekinetic hand
Energize Clockwork Wand [one-action] (concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher.

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