Eclipse: The Golem's Sun and Moon displays alternate at the end of it's turn. When the Sun phase is active, the Golem has resistance to physical damage, during the Moon phase the Golem has resistance to magic damage.
Clockwork Movements: The Golem moves exclusively moves by blinking 10ft at a time. The Golem can not blink any more or less than 10ft at a time.
Ticked off (Berserk): Upon reaching 25% health, the Golem's clock face shatters, it rips off it's hour and minute hand to wield them as blades. While in this phase, the Golem loses the effects of Eclipse and gains the effects of Haste until it's death. In this phase it's moveset switches to Times Edge and Times Up.
Design flaws: The Golem has the following design flaws the party can exploit
- If the Golem is hit with force damage, the minute hand gets knocked around and it's damage resistance is switched from physical to magical or vice versa.
- If the Golem is hit with Lightning damage it is granted haste for it's current turn, leaving it stunned with no damage resistance on it's next turn.
- The Eclipse Dial on the Golems head can be locked in place by sacrificing a piercing weapon after passing a DC 18 Strength check
Times March: The Golem Focuses a single target and concentrates time around them. The player rapidly ages and must make an ability saving throw of DC17 in whatever ability the Golem is targeting. The player takes 3d6 psychic damage and on a failed save has their targeted ability score reduced to 1. At the end of each of the target’s turns, it can make a wisdom saving throw to end the spells effect. On a success, the spell ends. A player can only be targeted by this ability once. Races with incredibly long lifespans gain advantage for the Saving Throw.
Times Arrow: The Golem rips it's "minute hand" from it's clock face and throws it in a straight line for 30ft. On a failed Dex sav DC 15, the target is impaled upon the arrow. Upon reaching the end of it's trajectory, the arrow moves backwards, returning to the Golem. Any player impaled upon the arrows' return is hit with Wormhole.
Wormhole: The Golem punches the target, dealing 2d10 bludgeoning and returns the player to the position they were at the start of their last turn.
Times' Up (Berserk Moveset): The Golem wield it's hour hand to crush a single target, dealing 2d10+5 crushing damage.
Times Edge (Berserk moveset): The Golem swings it's minute hand in a 10ft semi-circle from where it is facing, dealin 2d8 slashing damage in the area.
Second Chance (1 Charge): The Golem can choose to either reset it's position or the players positions to where they started their last turn.
Time loop: The Clockwork Golem concentrates on one target and forces them into a time loop. A player may try pass a DC18 Wisdom check to avoid the effects. Upon a failed save:
The player is returned to the position they started their turn and must replicate their
- Movement
- Actions
- Dialogue
- Aiming at the Target they intended to Hit
- Modification (Such as choosing whether or not to sculpt a spell)
The effect ends as soon as the Golem breaks concentration or the targeted player runs out of resources to replicate the turn such as running out of... A used Item like a potion, Barbarian rage, Wild Shape, Spell slots available to cast the looped spell (E.g. All lvl 4 slots for a lvl 4 spell and if able to upcast, all spell slots spell can be upcast to, starting at the lowest).
Description
Enter a general description for your monster here.
Lair and Lair Actions
While in it's Lair, the Clockwork Golem has it's alternating damage resistances from Eclipse turn to alternating damage immunities.
The Clockwork Golem's Lair is a Large Clock Tower.
Lair Actions
On initiative count 20 (losing initiative ties), the Clockwork Golem takes a lair action to cause one of the following effects; the Clockwork Golem can’t use the same effect two rounds in a row:
- Centrifugal Force: The Clock Tower starts spinning rapidly, creating a gravitational pull that drags any flying creature to the ground. Creatures unable to fly suffer a -10ft movement speed.
- The Bell Tolls: A Giant Pendulum swings across The arena in a 15 ft wide line dealing 3d12 bludgeoning damage to anything in it's path. A passive perception of 10 is enough for players to see it's path and they have until the end of the round to get out of it's way.
Regional Effects
The region containing a legendary Clockwork Golem's lair is effected by wild temporal energy, which creates one or more of the following effects:
- Out of Time: Withing a 2 mile radius, pockets of time skipping either forward or backward in areas ranging from 5ft radius to 50ft.
- Pocket Dimension: From within the region, people can see the world racing by at incredible speed either backward or forward. The Sun and Moon race across the sky, days passing in seconds. People may wander in from any time period but there is no guarantee when you will be if you choose to leave.
If the Clockwork Golem dies, the affected area slowly returns to it's original time over 2d10 hours.
Previous Versions
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7/5/2022 2:05:21 PM
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7/5/2022 2:08:13 PM
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