Junior (1-2)

Level 1
Creature· clockworkUniqueMediumLegacy
AC
15
HP
16
Speed
25 ft.
Perception
+6
Fort
+9
Ref
+6
Will
+6
Resistances physical 2
Weaknesses electricity 2, orichalcum 2
Senses darkvision
Skills athletics +7
Recall Knowledge DC 25 (arcana)

Attacks

Melee Fist +7 (agile, unarmed), Damage 1d6+2 bludgeoning

Abilities

Wind-Upinteraction

24 hours (2 hours remaining), DC 15 thievery, 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 t

Animate Assistants◆◆

Frequency 4 times per day. Animated knickknacks present at the beginning of the encounter count toward this limit


Effect Junior animates an unattended mundane object within 5 feet. Because Junior is damaged, the construct can't control its assistants, so the object acts on its own. The object fights using the statistics for an animated knickknack, attacking the nearest living creatures. It ceases to be animated after 1 hour, or if Junior is disabled or destroyed.

Confused Behavior

At the beginning of each round, roll to determine how Junior behaves.

  • 1: Junior does nothing.
  • 2: Junior spends one action to Stride to the nearest unattended object and then uses Animate Assistants to animate it. If Junior has no uses of Animate Assistants remaining, or there are no objects within range, the construct instead does nothing.
  • 3-4: Junior spends as many actions as are necessary to Stride to the nearest living creature, then uses its remaining actions to make