Clockwork Defense Golem

Clockwork Defense Golem of the Construct Mechina Classification


Generic   

Origin or Ancestry 

Parent Species 

Geographic Distribution within Creation's Rest

Anatomy and Morphology 

Perception and Sensory or Extra Sensory Capabilities 

Genetics and Reproduction 

Growth Rate and Stages 

Ecology and Habitat 

Biological Cycle 

Dietary Needs and Habits


Extended 

Biological Traits 

Average Lifespan 

Average Hight 

Average Weight 

Average Length 

Geographic Distribution 

Facial Characteristics and Features 

Body Tint, Coloring, and Markings 

Symbiotic and Parasitic Species 

Socials Structures 

Domestication 

Uses, Byproducts, and Exploitation


Statblock

Clockwork Defense Golem

Huge, Construct, Golem,
Armor Class

17

Hit Points

178

Speed

30ft

Str

22

+6
Dex

9

-1
Con

20

+5
Int

3

-4
Wis

11

+0
Cha

1

-5
Saves

Stength

+10

Dexterity

-1

Constitution

+9

Damage Resistances

Slashing, Bludgeoning, and Piercing from Non-Magical Sources

Damage Immunities

Poison, Psychic, Physical Damage from non-rare metalic weapons

Condition Immunities

Charmed, Exhustion, Frightened, Paralyzed, Petrified, Poisoned

Senses

Darkvision 120ft, Passive Perception 10

Languages

Understands Modern Thandian and Old Thandian but cannot Speak

Challenge

12 (8,400 XP)

Proficiency Bonus

+4

Clockwork Initiative

Instead of Rolling Initiative, the Clockwork Defence Golem takes a turn at count 24 and count 13 of Initiative

Slow Start

The first round of combat, the Clockwork Defense Golem does not get to take its turn(s)

Magic Resistance

The Golem has advantage on saving throws against spells and other Magical Effects

Magic Weapons

The Golems Weapon Attacks are magical

Actions

Slam

Melee Weapon Attack: +10 to hit (20), reach 5 ft., one target. Hit: 2d8 + 6 (15) bludgeoning damage and the target is grappled (escape DC 18). Grappled targets immediately take an additional 2d8+12 (21) points of slashing damage as razor-sharp gears and blades emerge from its body to grind and slice its foe.

Gear Hammer

Melee Weapon Attack: +10 to hit (20), reach 5 ft., one target. Hit: 4d8 + 12 (30) bludgeoning damage.

Wall of Gears

Clockwork Golems can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 14d6 (49) points of slashing damage. If the wall appears in a creature’s space, that creature can attempt a DC 18 Dexterity saving throw. If it succeeds, it leaps to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a bonus action. A clockwork golem’s AC and immunities remain the same while it is in this form.

Reactions

Death Burst

When a clockwork golem is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot sphere take 42 12d6 points of slashing damage — a successful DC 18 Dexterity save results in half damage.

Wall of Gears

Clockwork Golems can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 14d6 (49) points of slashing damage. If the wall appears in a creature’s space, that creature can attempt a DC 18 Dexterity saving throw. If it succeeds, it leaps to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a bonus action. A clockwork golem’s AC and immunities remain the same while it is in this form.


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