Shutdown. If targeted by dispel magic, the construct must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.
Constructed Nature. The construct doesn’t require air, food, drink, or sleep.
Clink-Clack. The construct has two forms: clink and clack.
At the start of the construct's turn in combat, if it's within 5 feet of a creature hostile to it, it switches to its clack form. While in clack form, the construct has access to its Old One-Two and advantage on Wisdom checks and saving throws. It also has different spells prepared for its Spellcasting feature.
Otherwise, it switches to its clink form. While in clink form, the construct has access to its Quick Analysis and advantage on Intelligence checks and saving throws. It also has different spells prepared for its Spellcasting feature.
Spellcasting. The construct is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The construct has the following wizard spells prepared, depending on which form it's in:
Cantrips (at will):
Clink: dancing lights, mage hand, ray of frost
Clack: sword burst, shocking grasp, message
1st level (4 slots):
Clink: catapult, floating disk, identify, shield
Clack: sleep, fog cloud, magic missile
2nd level (2 slots):
Clink: levitate
Clack: see invisibility, locate object
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Old One-Two (Clack Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) bludgeoning damage. If the first target of this attack is reduced to 0 hit points, a second target within 5 feet of the first takes any remaining damage. The final target to take damage from this attack must make a DC 12 Strength saving throw or fall prone if it's Medium or smaller.
Gear Switch. The construct switches to its other form.
Description
Clink-clacks are intelligent constructs of bronze and carved wood invented by the late Dr. Delheim, used by the city of Gearhold as aides, guards, and maids. They are known for their tendency to develop a personality, their generally passive nature, and their ability to switch between two forms. Clink-clacks aren’t, however, known for their stealth or subtlety, as any motion from a clink-clack (including speech) causes their clockwork internals to become rather noisy, hence the naming of the clink-clacks.
Clink-clacks are all content with the roles given to them by fate, or at least, they follow them anyway. Some scholars theorize that because clink-clacks have no need for sustenance, they never developed a sense of personal “need” at all. Clink-clack personalities are almost as varied as humans’, and fully develop by the eighth month of activity.
Clink-clack searchers are built like small, stout humanoids with lenses over their eyes. In clink form, searchers are designed for careful analysis and inspection, which form is often used to provide service as clerks, record keepers, and researchers. Searchers' clink forms have full-length, scholar-like robes of wooden blocks and an array of rune-engraved bronze plates on their round heads that focus the searcher’s thoughts.
In clack form, searchers are designed for acute detection and sweeping, and are often used as detectives or librarians. When in this form, the wooden robe shortens to a coatlike garment, the remainder blocks moving to the arms for added power in self-defense encounters. The bronze plates on the head also turn over, switching from focusing runes to those that heighten awareness of the searcher’s surroundings.
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