Clockwork Puppeteer

Level 12
Creature· clockworkRareLargeLegacy
AC
33
HP
205
Speed
25 ft.
Perception
+20
Fort
+22
Ref
+25
Will
+19
Resistances physical 10
Weaknesses electricity 10, orichalcum 10
Senses darkvision
Skills stealth +25
Other Speeds climb 25 ft.
Recall Knowledge DC 35 (arcana)

Attacks

Melee Claw +24 (unarmed), Damage 3d10+9 slashing
Melee String +24, Damage 3d8+9 slashing

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

Clockwork Swarm

30 feet. A cloud of flying, spiderlike clockworks surrounds the clockwork puppeteer. A creature that ends its turn in the cloud takes 4d8 piercing damage (DC 29 reflex).

Clockwork String

Any creature hit by the puppeteer's string is Grabbed. The puppeteer can move while it has a creature grabbed with its string, but it automatically releases the creature if the puppeteer moves beyond the string's 60-foot length. The puppeteer can use up to six strings at a time. It can release any creature grabbed by a string as a free action. Each string has AC 30, and its Escape DC is 32. A string can be severed by a Strike that deals at least 20[slashing] damage to it. This doesn't deal any d

Create Puppet

Trigger A creature Grabbed by the puppeteer's clockwork string dies


Effect The triggering creature's body becomes infested with tiny clockworks. This puppet is fully under the clockwork puppeteer's control and has statistics identical to a zombie of its size with the following exceptions: It loses the undead trait, loses void healing, loses its weakness to vitality damage, and gains the construct trait.

Pull String

The puppeteer reins in a creature Grabbed by its string. The puppeteer attempts an athletics check against the creature's Fortitude DC. On a success, the puppeteer pulls the creature 15 feet closer to it (30 feet closer on a critical success).

Clockwork puppeteers are grim constructs capable of controlling corpses like puppets. They typically stand 12 feet tall and have spindly legs and long arms ending with scalpel-like claws. Dozens of metallic strings, composed of interlocking clockwork links, hang from their wrists.


As one delves deeper into the industrial heart of Alkenstar, the clockwork adversaries one faces become ever more complex and deadly.