CREATURE 20
Perception +36
Skills Athletics +38
Str +10 Dex +7 Con +6 Int -5 Wis +0 Cha -5
AC 43; Fort +34, Ref +35, Will +28
HP 455; Immunities bleed, death effects, disease, doomed, drained, fatigued; Weaknesses electricity 20, orichalcum 20; Resistances physical 15
Efficient Winding A clockwork amalgam must be wound up (see the clockwork assassin's Wind Up on page 50), but it can function for 7 days each time it is wound.
Recalibrate The clockwork amalgam can recalibrate its internal structure to shed damaged components and replace them with new ones, restoring 125 HP to the construct. Each time it uses this ability, the clockwork amalgam permanently deactivates one of its five melee attacks as the components from that arm reassemble within the core of the machine.
Speed 30 feet
Melee blade +38 (magical, reach 10 feet), Damage 4d12+18 slashing
Melee blowtorch +38 (magical, reach 10 feet), Damage 10d6 fire
Melee claw +38 (magical, reach 10 feet), Damage 4d8+18 slashing plus Push
Melee hose +38 (magical, reach 15 feet), Damage 4d8+18 bludgeoning plus Grab
Melee stamper +38 (magical, reach 10 feet), Damage 4d8+18 bludgeoning plus Knockdown
Ranged spike +35 (magical, range increment 40 feet), Damage 4d12+8 piercing
Whirring Doom Frequency once per round; Effect The clockwork amalgam becomes a blur of spinning weaponry. It makes up to five melee Strikes (one for each active melee attack it has available), taking a –4 penalty to the attack roll for each attack, but ignoring the multiple attack penalty until it has made all of its attacks. It can use each melee attack only once and it can target each creature in reach only once. If the clockwork amalgam used Whirring Doom in the previous round, it can use it again this round using only 1 action instead of 3. The amalgam's movement Speed is halved until the end of its next turn.
AoE5, page 81.
Open Clockwork Amalgam in the interactive creatures list or browse all creatures starting with C.