Clockwork Whale

Level 17
Creature· clockworkRareGargantuanRemaster
AC
40
HP
315
Speed
15 ft.
Perception
+30
Fort
+31
Ref
+28
Will
+26
Resistances physical 15
Weaknesses electricity 15, orichalcum 15
Senses darkvision
Skills athletics +35, survival +30
Other Speeds swim 80 ft.
Recall Knowledge DC 41 (arcana)

Attacks

Melee Jaws +33 (reach 15 ft.), Damage 3d12+18 piercing
Melee Tail +31 (agile, reach 15 ft.), Damage 2d8+18 bludgeoning

Abilities

Aquatic Echolocationinteraction

The clockwork whale can use its hearing as a precise sense at the listed range, but only underwater.

Astounding Orienteeringinteraction

While in a large body of water, the clockwork whale treats a failure at Survival checks to Sense Direction or Track as a success.

Self-Winding

A clockwork whale winds itself through the act of swimming, and as long as it spends at least a minute a day swimming, it gains 24 hours of operational time. A creature can still attempt a DC 36 thievery check to Disable a Device to cause the clockwork whale to lose 1 hour of operational time (or 2 hours on a critical success).

Gearsong◆◆

The whale creates a vocalization that can be heard up to 1 mile away, or 10 miles away underwater. Creatures in a 20-foot emanation (or a 60-foot emanation underwater) take 15d6 sonic damage (DC 38 fortitude save). On a failed save, a creature is also Stunned 1 (or Stunned 3 on a critical failure). The whale can't use Gearsong again for .

Swallow Whole

Huge, (3d10+8)[slashing], Rupture 35


Improved Grab
Push 15 feet

Out of all ancient Azlant's clockwork creations, clockwork whales are perhaps the most impressive—or at least the among the largest. Shaped like a bizarre fusion of a shark and an enormous toothed whale, clockwork whales patrolled the shipping lanes around Azlant for centuries before Earthfall shattered the continent, sinking it beneath the waves. Outfitted with complex programming and sensory arrays that allowed for near-perfect navigation, clockwork whales are thought to have been used primarily for securing new and safe nautical routes, although some served as naval transports during Azlant's cold war with the empire's ancient enemy, the alghollthus.

With jaws nearly a third of its entire length, a clockwork whale's bite can slice neatly through smaller seafaring vessels and inflict devastating damage to the hulls of larger ones. These gears swiftly cut those swallowed whole into fragments that are then slowly washed away by the flow of water through tiny gaps in the creature's body.

Winding Up Most clockworks must be wound with a unique key by another creature. This takes 1 minute, after which the clockwork remains operational for the listed amount of time. As long as a clockwork whale spends at least a minute every day swimming, its self-winding ability allows it to continue operating without needing this step. A clockwork whale that can't swim (as might be the case after a clockwork whale becomes beached) usually remains operational for approximately 8 hours before it completely winds down.