Clockwork Clock Tower

CREATURE 20

rare n gargantuan clockwork construct mindless 

Perception +34; darkvision

Skills Athletics +38

Str +10 Dex +6 Con +7 Int -5 Wis +6 Cha -5

Wind-Up 1 week, DC 40 (Bestiary 3 48)

AC  48; Fort +36, Ref +33, Will +31

HP 325; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 20, orichalcum 20; Resistances physical 20 (except adamantine or orichalcum)

Durable Exterior When a clockwork clock tower is reduced to fewer than 200 HP or is damaged by a critical hit, its exterior shatters to reveal internal mechanisms, reducing its AC to 44 until it recovers enough HP to reach 200 HP or more.

Doleful Tolling [F] (arcane, auditory, incapacitation) Trigger The clockwork clock tower rolls initiative; Effect The clock tower chimes, and all non-clockwork creatures within 300 feet who can hear it must succeed at a DC 42 Will save or be slowed 1 for 1 round (slowed 2 on a critical failure).

Speed 40 feet

Melee [>] fist +36 (reach 30 feet), Damage 4d12+18 bludgeoning plus stutter time

Melee [>] foot +36 (agile, reach 20 feet), Damage 4d8+18 bludgeoning

Overclock [>] The clockwork clock tower loses 1 day from its winding time and becomes quickened for 3 rounds. It can use this extra action to Step, Stride, or Strike. This quickened condition ends immediately if the clock tower is damaged by orichalcum.

Stutter Time (arcane, incapacitation, transmutation) A creature struck by a clockwork clock tower's fist must make a DC 40 Will save as time flows unevenly around it. Critical Success The creature is quickened for 1 round and can use this extra action to Step, Stride, or Strike.Success The creature is unaffected.Failure The creature is stunned 3.Critical Failure The creature is knocked out of time, which ceases to flow around the creature for 1 round.It is invulnerable to all damage, it can't be targeted or affected by anything, and no rounds elapse for any timed durations, conditions, afflictions, and other effects it has. The target can't act and remains fixed in place, defying gravity if applicable. After time begins to flow again for it, the creature is stunned 3.

Trample [>>>] (attack) Huge or smaller, foot, DC 42

Strength of Thousands #6: Shadows of the Ancients, page 81.

Open Clockwork Clock Tower in the interactive creatures list or browse all creatures starting with C.