Wind-Up: At the end of every turn, the automaton winds itself up to power itself. This triggers the reactions of all adjacent creatures, if the automaton is hit during this, make a DC15 con save, upon failure the automaton cannot finish winding itself up. If it fails to wind up three times in a row, it powers down.
Steam Valve: Along the back of the automaton are six steam valves, these control the flow of steam and power to the various parts of the automaton. They can be shut off temporarily, causing the loss of function to one limb (roll a d6 to find out which) until the end of it's next turn.
1-2: arm
3-4: leg
5-6: bladed arm
Repairs: The automaton takes it's whole turn to repair itself and heal 2d8 hp. This makes it impossible to wind-up that turn.
Wind This: The automaton removes the handle portion of it's winding mechanism and slams it into the ground at the nearest opponent. This does 3d8+4 bludgeoning damage. The automaton also suffers 2d6 damage from this.
Wrong Type of Hot Spring: A red hot coiled spring launches from a random location on the automatons body. Upon hitting a creature, this coil does 1d8 fire damage and 2d10 slashing damage. The automaton also suffers 1d6 damage from this.
Steamy Time: The vent upon the automatons stomach opens and pressurized steam pours out in a 15ft cone. All creatures within the cone must make a DC12 dex save or suffer full damage. This attack does 4d12 fire damage, or half that on a successful save.
Gettin Handsy: The automaton removes the hands from the rear clockface of it's head and uses them as swords. It slashes twice, doing 4d8+4 slashing damage per successful hit.
Need a repair?: The automaton opens the vents in the palms of it's hands. Releasing red hot springs and coils in a 30 foot cone. All creatures within the area must make a DC16 dexterity save for half damage. Upon a success this attack does 6d6 piercing damage, along with 5d4 fire damage.
Timeless Blade: The automaton slashes four times quickly, twice with it's bladed arms and twice with it's clockfaced blades. The bladed arms do 5d6 slashing damage and 2d4 fire damage. The clockface blades do 4d8+4 slashing damage.
Wish We Could Turn Back Time: Upon taking over twenty damage, the automaton can expend it's reaction to wind back the clock. Taking advantage of the time artifact within it and negating the damage from the last round.
Description
A 30 foot tall gold automaton, with a glowing clockface in it's chest. Below this clockface a large pendulum swings. This pendulum is made of a long platinum rod that holds a bright green crystal at the end of it. This crystal is known as The Time Artifact. The automaton has pipes running up and down it's body, with six valves placed throughout. These valves control the flow of pressurized steam to each of it's limbs. The automaton has gyrospheric hips, allowing it to switch the direction of it's limbs at will, it can never be knocked prone. It has two legs, each with a vent at the base for steam to escape from. Two arms, both of which have vents for releasing a swarm of blazing hot repair parts in the palm. And two bladed limbs, whose only purpose is to attack.
Lair and Lair Actions
A large room with periodically placed vents along the floor, several dozen clocks lining the walls, and bronze piping between each clock reaching far up beyond sight.
Lair Actions
On initiative count 0 (losing initiative ties), the Clock Automaton takes a lair action to cause one of the following effects; the Clock Automaton can’t use the same effect two rounds in a row:
- The vents along the floor open up, allowing steam to pour out of them. This heavily obscures the vision of all creatures (aside from the automaton) within the room for one round.
- All the clocks in the room chime at once, the loud noise of dozens of clocks strains the ears of those within the room. All creatures within the room must make a DC12 con save or act as stunned for one round.
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