Clockwork Serpent

Level 8
Creature· clockworkRareLargeLegacy
AC
27
HP
110
Speed
30 ft.
Perception
+18
Fort
+15
Ref
+17
Will
+16
Resistances physical 10
Weaknesses electricity 10, orichalcum 10
Senses darkvision
Skills athletics +18
Recall Knowledge DC 29 (arcana)

Attacks

Melee Jaws +20 (magical, reach 10 ft., unarmed), Damage 2d10+9 piercing
Melee Coils +20 (magical), Damage 2d12+9 bludgeoning

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 h

Activate Serpent Mode

Trigger The clockwork serpent begins its turn


Effect The clockwork serpent transforms into a different mode. Roll 1d3 and consult the options below. If it rolls a mode it can't currently activate, the clockwork serpent becomes Clumsy 1 until the start of its next turn. At the end of its turn, it automatically deactivates its serpent mode.

1 Cobra Mode The clockwork serpent can use Intimidating Hood.

2 Constrictor Mode The clockwork serpent can use its coils Strike and can Constrict.

Critical Deactivation

If a clockwork serpent takes any precision damage or takes a critical hit and it has a serpent mode active, it must attempt a DC 16 flat. On a failure, it takes the damage from the critical hit as normal, is Stunned 1, and its serpent mode deactivates.

Clockwork Serpent Venom

Saving Throw DC 26 fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Off-Guard (1 round)

Stage 2 2d6 poison damage, Enfeebled 1, and off-guard (1 round)

Constrict

(2d10+6)[bludgeoning], DC 26 fortitude

Requirements The clockwork serpent is in constrictor mode


Intimidating Hood◆◆

Requirements The clockwork serpent is in cobra mode


Effect The clockwork serpent flares out a cobra hood. All creatures within a 15-foot area must succeed at a DC 26 will save or become Frightened 1 (Frightened 2 on a critical failure).

Shattering Rattle◆◆

Requirements The clockwork serpent is in rattlesnake mode


Effect The clockwork serpent rattles its tail, then snaps it like a whip to create a devastating blast of sonic energy in a 30-foot area. Creatures in the area take 9d6 sonic damage (DC 26 fortitude save).

Grab

Clockwork serpents are often found serving as guardians in serpentfolk laboratories or temples.

Experimental Serpents

Even stranger clockwork serpents are rumored to exist in the heart of serpentfolk enclaves. These constructs supposedly can repair damage to themselves when they change serpent modes, activate additional forms that allow swimming or flight, or even break apart into a seething swarm of smaller clockwork serpents.