Clockwork Clock Tower
Level 20Attacks
Abilities
1 week
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remain
Trigger The clockwork clock tower rolls initiative
Effect The clock tower chimes, and all non-clockwork creatures within 300 feet who can hear it must succeed at a DC 42 will save or be Slowed 1 for 1 round (Slowed 2 on a critical failure).
When a clockwork clock tower is reduced to fewer than 200 HP or is damaged by a critical hit, its exterior shatters to reveal internal mechanisms, reducing its AC to 44 until it recovers enough HP to reach 200 HP or more.
The clockwork clock tower loses 1 day from its winding time and becomes Quickened for 3 rounds. It can use this extra action to Step, Stride, or Strike. This quickened condition ends immediately if the clock tower is damaged by orichalcum.
A creature struck by a clockwork clock tower's fist must make a DC 40 will save as time flows unevenly around it.
Critical Success The creature is Quickened for 1 round and can use this extra action to Step, Stride, or Strike.
Success The creature is unaffected.
Failure The creature is Stunned 3.
Critical Failure The creature is knocked out of time, which ceases to flow around the creature for 1 round. It is invulnerable to all damage, it can't be targeted or affected by anything, a
Huge or smaller, foot, DC 42 reflex save
Clockworks are machines built by engineers and augmented with magic. A clock tower reconfigured as an animated clockwork can rotate slices of time.