| These Clockwork soldiers were constructed in Mother Necessity's craftworks to act as the dutiful wardens of Zion's prison. | |
| Perception | 1d20+15Master , Darkvision, Low-Light Vision |
| Languages | Common, Utopian |
| Skills | Athletics Master , Craft Expert |
STR +5 , DEX +4 , CON +2 , INT -5 , WIS +4 , CHA -5 | |
| Items | Jailer's Spear, Elysian Bronze Plating |
| AC | 22 |
| Saving Throws | Fort +15, Ref +12, Will +9 |
| HP | 80 - Immunities bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious - Weaknesses Electricity 3 |
| Speed | 25 feet, |
| Melee | Jailer's Spear +15 +10 / +5 (Devastating) Damage Piercing plus Axiomatic Damage
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| Special Abilities |
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| Wind-Up: DC 25; Time: 1 Min/ 24 Hours: To remain operational, a clockwork Soldier must be wound with it's key by a creature. After 24 hrs, the Jailer becomes inactive and immobile until it's wound again. A clockwork soldier can be placed into standby mode as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork soldier's operational time doesn't decrease in standby. A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). | |
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