Clockwork Disposer

Level 5
Creature· clockworkUncommonSmallLegacy
AC
21
HP
70
Speed
25 ft.
Perception
+13
Fort
+12
Ref
+15
Will
+9
Resistances physical 5
Weaknesses electricity 5, orichalcum 5
Senses darkvision
Skills athletics +12, stealth +12
Recall Knowledge DC 22 (arcana)

Attacks

Melee Gripper +15 (agile, finesse), Damage 2d8+4 bludgeoning
Melee Spike +15 (agile, finesse), Damage 2d8+4 piercing

Abilities

Wind-Upinteraction

24 hours, , standby

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

Furnace Belch◆◆

The clockwork disposer coughs up a cloud of hot ash and embers that deals 6d6 fire damage in a 15-foot area (DC 22 reflex). The clockwork disposer can't use Furnace Belch again for .

In the Grand Duchy of Alkenstar, the creation of constructs is complicated by the intermittent interference of the nearby Mana Wastes. Golems and animated objects depend on lengthy magical rituals that the magic-warping effects of the Wastes often disrupt, but clockwork constructs use far less magic in their creation. A clockwork device replaces magical intricacy with superb manufacturing skill, using magic only for the final acts of animating and powering the device. Skilled local creators and inventors rarely follow someone else's design, so most clockworks found in Alkenstar are custom creations with abilities designed for a specific purpose or individual's needs.


Wealthy business owners sometimes employ clockwork disposers to pick up trash around their establishment and keep the place tidy. Many are designed with handy (but dangerous) built-in furnaces, which they use to quickly incinerate collected refuse.