| These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic. Recall Knowledge - Construct (Arcana, Crafting): DC 24 | |
| Perception | 1d20+16Master , Darkvision, |
| Languages | Common, Utopian |
| Skills | Athletics Master (+17 to Disarm, Grapple, or avoid being Disarmed) |
STR +6 , DEX +2 , CON +4 , INT -5 , WIS +4 , CHA -5 | |
| Items | +1 halberd |
| AC | 24 |
| Saving Throws | Fort +16, Ref +14, Will +12 |
| HP | 80 - Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious - Weaknesses electricity 5, orichalcum 5 - Resistances physical 5 (except adamantine or orichalcum) |
| Speed | 25 feet, |
| Melee |
Fist +16 +12 / +8 (agile, unarmed) Damage bludgeoning plus grab |
| Special Abilities |
|
| Wind-Up: DC 22; 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 soldier 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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