Clockwork Infantry

Level 11
Creature· clockworkUncommonGargantuanRemaster
AC
30
HP
195
Speed
25 ft.
Perception
+21
Fort
+24
Ref
+21
Will
+18
Resistances physical 5
Weaknesses area-damage 10, electricity 10, splash-damage 10, orichalcum 10
Senses darkvision
Skills athletics +23
Recall Knowledge DC 30 (arcana)

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 ha

Reactive Sweep

Trigger An enemy within a 10-foot emanation uses a manipulate action or a move action, makes a ranged attack, or leaves a square in the area during a move action it's using


Effect The clockwork infantry lashes out with their halberds. The triggering enemy takes (2d10+10)[untyped|options:area-damage] damage (DC 27 reflex save). If the enemy critically fails this saving throw and the trigger was a manipulate action, the damage disrupts that action.

Troop Defenses

HP 195 (4 segments); Thresholds 130 (3 segments), 65 (2 segments)

Troop Movement
Halberd Sweep

1 to 3

Frequency once per round


Effect The clockwork infantry engages in a coordinated melee attack against each enemy in a 10-foot emanation, with a DC 27 reflex save. The damage depends on the number of actions.

1 (1d10+2)[untyped|options:area-damage] damage

2 (2d10+10)[untyped|options:area-damage] damage

3 (3d10+12)[untyped|options:area-damage] damage

Raise Defenses

Frequency once per round


Effect The clockwork soldiers of the infantry extend external plates on mechanical actuators to defend the troop or an adjacent creature. The creature gains a +2 circumstance bonus to AC until the start of the infantry's next turn, or until it is no longer adjacent to the infantry, whichever comes first.

With each unit being 500 pounds of metal and magic, a clockwork infantry is a force to be reckoned with on the battlefield. Needing no food, shelter, or rest and feeling no pain, clockwork infantry can advance where living units have great trouble. With no morale that can be broken or minds that can be beguiled, they patrol without stopping and show no mercy. The only drawback is the need to wind them more often than simpler clockwork mechanics.