Monster Dossier
Clockwork Amalgam
Clockwork Amalgam is a fantasy monster entry from source AoE5.
Traits
rarenlargeclockworkconstructmindless
Rules & statistics
Monster Profile
Perception
36
Skills
- Athletics
- 38
Ability Mods
- Str
- 10
- Dex
- 7
- Con
- 6
- Int
- -5
- Wis
- 0
- Cha
- -5
Defenses
- Ac
- 43
- Saving Throws
- Fort
- 34
- Ref
- 35
- Will
- 28
- Hp
- Hp
- 455
- Immunities
- bleed
- death effects
- disease
- doomed
- drained
- fatigued
- Weaknesses
- Amount
- 20
- Name
- electricity
- Amount
- 20
- Name
- orichalcum
- Resistances
- Amount
- 15
- Name
- physical
Speed
- Walk
- 30
Attacks
- Range
- Melee
- Name
- blade
- Attack
- 38
- Traits
- magical
- reach
- Damage
- 4d12+18 slashing
- Types
- slashing
- Range
- Melee
- Name
- blowtorch
- Attack
- 38
- Traits
- magical
- reach
- Damage
- 10d6 fire
- Types
- fire
- Range
- Melee
- Name
- claw
- Attack
- 38
- Traits
- magical
- reach
- Effects
- Push
- Damage
- 4d8+18 slashing plus Push
- Types
- slashing
- Range
- Melee
- Name
- hose
- Attack
- 38
- Traits
- magical
- reach
- Effects
- Grab
- Damage
- 4d8+18 bludgeoning plus Grab
- Types
- bludgeoning
- Range
- Melee
- Name
- stamper
- Attack
- 38
- Traits
- magical
- reach
- Effects
- Knockdown
- Damage
- 4d8+18 bludgeoning plus Knockdown
- Types
- bludgeoning
- Range
- Ranged
- Name
- spike
- Attack
- 35
- Traits
- magical
- range increment
- Damage
- 4d12+8 piercing
- Types
- piercing
Abilities
- Mid
- Entries
- 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.
- Name
- Efficient Winding
- Activity
- Number
- 2
- Unit
- action
- Entries
- 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.
- Name
- Recalibrate
- Bot
- Activity
- Number
- 3
- Unit
- action
- Frequency
- Unit
- round
- Number
- 1
- Entries
- The clockwork amalgam becomes a blur of spinning weaponry. It makes up to five melee Strike||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.
- Name
- Whirring Doom
Background
Lore
No lore provided.