Divine Clockwork Golem
Clockwork Defense Golem of the Construct Mechina Classification
Generic
Origin or Ancestry
Parent Species
Geographic Distribution within Creation's Rest
Related Creatures
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
Divine Clockwork Golem
17
178
30ft
22
9
20
3
11
1
Stength
+10
Dexterity
-1
Constitution
+9
Slashing, Bludgeoning, and Piercing from Non-Magical Sources
Poison, Psychic, Physical Damage from non-rare metalic weapons
Charmed, Exhustion, Frightened, Paralyzed, Petrified, Poisoned
Darkvision 120ft, Passive Perception 10
Understands Modern Thandian and Old Thandian but cannot Speak
12 (8,400 XP)
+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.
Mentions
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