Clockwork Corpse

Level 5
Creature· clockworkRareMediumRemaster
AC
20
HP
75
Speed
20 ft.
Perception
+9
Fort
+15
Ref
+11
Will
+8
Immunities bleed
Resistances physical 5
Weaknesses electricity 5, orichalcum 5, vitality 5
Senses darkvision
Skills athletics +12, stealth +11, acrobatics +9
Recall Knowledge DC 25 (arcana, religion)

Attacks

Melee Arm Blade +15 (versatile-s), Damage 2d10+7 piercing
Melee Fist +15 (agile, unarmed), Damage 2d6+7 bludgeoning
Melee Festering Fluid +12, Damage 3d6 poison

Abilities

Wind-Upinteraction

24 hours, , standby

Unlike most clockworks, when a clockwork corpse has 0 operational time remaining, rather than shut down, it instead becomes Slowed 1 and can't use reactions. These conditions are removed when its wound.


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

Pressurized Blast◆◆

With a whir of clockwork mechanisms, spinning gears, and grinding bones, the clockwork corpse opens its torso and disgorges a pressurized spray of festering internal fluids and caustic oil in a 30-foot line. Creatures in the area are dealt 3d6 bludgeoning 3d6 poison (DC 22 reflex save). On a critical failure, a creature is additionally knocked Prone by the force. The clockwork corpse can't use Pressurized Blast again for .