{ "ac": 43, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": -5, "constitution": 6, "creature_ability": [ "Efficient Winding", "Recalibrate", "Whirring Doom" ], "creature_family": "Clockworks", "creature_family_markdown": "[Clockworks](/MonsterFamilies.aspx?ID=223)", "dexterity": 7, "exclude_from_search": false, "fortitude_save": 34, "hp": 455, "hp_raw": "455", "id": "creature-1008", "image": [ "/Images/Monsters/ClockworkAmalgam.png" ], "immunity": [ "bleed", "death effects", "disease", "doomed", "drained", "fatigued", "healing", "mental", "necromancy", "nonlethal attacks", "paralyzed", "poisoned", "sickened", "unconscious" ], "immunity_markdown": "bleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)", "intelligence": -5, "language_markdown": "", "level": 20, "markdown": "[Clockwork Amalgam](/Monsters.aspx?ID=1008)\r\n\r\n\r\n\r\n\r\n\r\nA clockwork amalgam is a powerful construct created by applying magic to a collection of interchangeable internal mechanisms. Each clockwork amalgam has unique properties, although most stand roughly 12 feet tall and have five clockwork appendages tipped with integrated weapons.\r\n\r\n\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 45\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 43\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 40\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Clockwork Amalgam](/Monsters.aspx?ID=1008)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #161: Belly of the Black Whale](/Sources.aspx?ID=51) pg. 81\n\n**Perception** +36\r\n\r\n**Languages**\n\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +38\r\n\r\n\r\n**Str** +10\r\n\r\n**Dex** +7\r\n\r\n**Con** +6\r\n\r\n**Int** -5\r\n\r\n**Wis** +0\r\n\r\n**Cha** -5\r\n\n\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 43 \r\n\r\n**Fort** +34 \r\n\r\n**Ref** +35 \r\n\r\n**Will** +28 \n\n\r\n\r\n**HP** 455\n\n**Immunities**\r\nbleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\r\n\r\n**Resistances**\r\nphysical 15 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)\r\n\r\n**Weaknesses**\r\nelectricity 20, [orichalcum](/Equipment.aspx?ID=378) 20\r\n\r\n**Efficient Winding** For the clockwork amalgam to act, it must be wound by another creature using a unique key. This takes 1 minute. Once wound, it remains operational for 72 days, after which time it becomes unaware of its surroundings and can't act until it's wound again.
The amalgam can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: When it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt a DC 31 [Thievery](/Skills.aspx?ID=17) check to [Disable a Device](/Actions.aspx?ID=69) to wind the clockwork down. For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
**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.\r\n\r\n
\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 30 feet\r\n\r\n**Melee**\r\n\r\nblade +38 ([Magical](/Traits.aspx?ID=103), [reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 4d12+18 slashing\r\n\r\n**Melee**\r\n\r\nblowtorch +38 ([Magical](/Traits.aspx?ID=103), [reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 10d6 fire\r\n\r\n**Melee**\r\n\r\nclaw +38 ([Magical](/Traits.aspx?ID=103), [reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 4d8+18 slashing plus [Push](/MonsterAbilities.aspx?ID=25)\r\n\r\n**Melee**\r\n\r\nhose +38 ([Magical](/Traits.aspx?ID=103), [reach 15 feet](/Traits.aspx?ID=192)),\r\n**Damage** 4d8+18 bludgeoning plus [Grab](/MonsterAbilities.aspx?ID=18)\r\n\r\n**Melee**\r\n\r\nstamper +38 ([Magical](/Traits.aspx?ID=103), [reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 4d8+18 bludgeoning plus [Knockdown](/MonsterAbilities.aspx?ID=20)\r\n\r\n**Ranged**\r\n\r\nspike +35 ([Magical](/Traits.aspx?ID=103), [range increment 40 feet](/Traits.aspx?ID=248)),\r\n**Damage** 4d12+8 piercing\n\n**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.\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Clockwork Amalgam", "npc": false, "perception": 36, "rarity": "rare", "reflex_save": 35, "release_date": "2020-11-15", "resistance": { "bludgeoning": 15, "physical": 15, "piercing": 15, "slashing": 15 }, "resistance_markdown": "physical 15 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)", "resistance_raw": "physical 15 (except adamantine or orichalcum)", "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #161: Belly of the Black Whale](/Sources.aspx?ID=51) pg. 81\r\n\r\n**Creature Family** [Clockworks](/MonsterFamilies.aspx?ID=223)\r\n\r\n\r\n**HP** 455\r\n\r\n**AC** 43\r\n\r\n**Fort** +34\r\n\r\n**Ref** +35\r\n\r\n**Will** +28\r\n\r\n**Perception** +36\r\n\r\n\r\n\r\n---\r\n\r\n\r\nA clockwork amalgam is a powerful construct created by applying magic to a collection of interchangeable internal mechanisms. Each clockwork amalgam …\r\n", "size": [ "Large" ], "skill": [ "Athletics +38" ], "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +38", "source": [ "Pathfinder #161: Belly of the Black Whale" ], "source_raw": [ "Pathfinder #161: Belly of the Black Whale pg. 81" ], "source_category": "Adventure Paths", "source_group": "Agents of Edgewatch", "source_markdown": "[Pathfinder #161: Belly of the Black Whale](/Sources.aspx?ID=51) pg. 81", "speed": { "land": 30, "max": 30 }, "speed_markdown": "30 feet", "speed_raw": "30 feet", "spell_markdown": "", "spoilers": "Agents of Edgewatch", "strength": 10, "strongest_save": [ "ref", "reflex" ], "summary": "A clockwork amalgam is a powerful construct created by applying magic to a collection of interchangeable internal mechanisms. Each clockwork amalgam …", "summary_markdown": "A clockwork amalgam is a powerful construct created by applying magic to a collection of interchangeable internal mechanisms. Each clockwork amalgam …", "text": " Clockwork Amalgam A clockwork amalgam is a powerful construct created by applying magic to a collection of interchangeable internal mechanisms. Each clockwork amalgam has unique properties, although most stand roughly 12 feet tall and have five clockwork appendages tipped with integrated weapons. Recall Knowledge - Construct (Arcana, Crafting): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Clockwork Amalgam Source Pathfinder #161: Belly of the Black Whale pg. 81 Perception +36 Languages 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, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 15 (except adamantine or orichalcum) Weaknesses electricity 20, orichalcum 20 Efficient Winding For the clockwork amalgam to act, it must be wound by another creature using a unique key. This takes 1 minute. Once wound, it remains operational for 72 days, after which time it becomes unaware of its surroundings and can't act until it's wound again. The amalgam can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: When it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt a DC 31 Thievery check to Disable a Device to wind the clockwork down. For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode. Recalibrate Two Actions 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 Single Action blade +38 (Magical, reach 10 feet), Damage 4d12+18 slashing Melee Single Action blowtorch +38 (Magical, reach 10 feet), Damage 10d6 fire Melee Single Action claw +38 (Magical, reach 10 feet), Damage 4d8+18 slashing plus Push Melee Single Action hose +38 (Magical, reach 15 feet), Damage 4d8+18 bludgeoning plus Grab Melee Single Action stamper +38 (Magical, reach 10 feet), Damage 4d8+18 bludgeoning plus Knockdown Ranged Single Action spike +35 (Magical, range increment 40 feet), Damage 4d12+8 piercing Whirring Doom Three Actions 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. Fell Amalgams Some clockwork amalgams become possessed by fell spirits or fiendish influences. Gifted with a spark of sentience, these “fell amalgams” purposely seek out other clockwork creations to destroy, collecting their parts and incorporating them into the fell amalgams' own ever-growing clockwork bodies. Unlike with typical clockworks, a fell amalgam's intricate clockwork brain can hatch cunning schemes and far-reaching plans. ", "trait": [ "Clockwork", "Construct", "Mindless", "Rare", "N", "Large" ], "trait_markdown": "[Clockwork](/Traits.aspx?ID=331), [Construct](/Traits.aspx?ID=35), [Mindless](/Traits.aspx?ID=108), [Rare](/Traits.aspx?ID=137)", "trait_raw": [ "Clockwork", "Construct", "Mindless", "Rare" ], "type": "Creature", "url": "/Monsters.aspx?ID=1008", "weakest_save": [ "will" ], "weakness": { "electricity": 20, "orichalcum": 20 }, "weakness_markdown": "electricity 20, [orichalcum](/Equipment.aspx?ID=378) 20", "weakness_raw": "electricity 20, orichalcum 20", "will_save": 28, "wisdom": 0 }