Page 146 - Monster Manual Expanded III Dragonix
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Clockwork Golem
The clockwork golem is a 12-foot tall bipedal automaton
made of bronze, steel, and invar. Various interlocking gears,
sockets, springs, tubings, and wires, seemingly like humanoid
organs, make up the rest of its body. A symphony of clanging,
clicking, hissing, humming, rattling, and whirring sounds always
accompanies the clockwork golem wherever it goes.
Wondrous Constructs. Gnomish artificers of Gond
designed and crafted the first clockwork golems. They
used winding mainspring devices, steam-pressured
pistons, divine magic, and arcane magic from Mechanus
to power the clockwork golems. Rarely found outside
gnomish communities, clockwork golems are now
accessible to anyone who can afford to craft or purchase
them.
Array of Deadly Gadgets. In combat, the clockwork
golem has numerous weapons it can deploy. It can
batter foes foolish enough to be within reach of its
massive metal fists. For targets that are out of reach,
the clockwork golem can extend its arm like a spring,
grabbing and pulling them to itself. It can boost and
propel itself into the air through steam-powered rockets
underneath its feet. If faced with numerous foes, the
clockwork golem can utilize its shoulder-mounted
arcane cannon that can fire three types of energy
grenades and its arm-attached double-barrels that
can spray a cone of scalding steam. Finally, if its
enemies manage to destroy it, the clockwork
golem will explode, hitting everyone close to it
with searing hot shrapnel.
Clockwork Golem Arcane Cannon (Recharge 4-6). The golem fires a magical projectile
from its shoulder-mounted cannon at a point within 120 feet of it.
Large construct, unaligned
The golem chooses the effect from the following options:
1. Fire Projectile (1/Day). Each creature in a 15-foot-radius sphere
Armor Class 17 (natural armor)
centered on that point must make a DC 17 Dexterity saving throw.
Hit Points 168 (16d10 + 80)
On a failed save, a creature takes 22 (5d8) fire damage and catches
Speed 30 ft.
fire; until someone takes an action to douse the fire, the creature
takes 5 (1d10) fire damage at the start of each of its turns. On a
STR DEX CON INT WIS CHA
successful save, a creature takes half as much damage.
21 (+5) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
2. Frost Projectile (1/Day). Each creature in a 10-foot-radius sphere
centered on that point must make a DC 17 Strength saving throw.
Damage Immunities poison, psychic; bludgeoning, piercing, and On a failed save, a creature takes 18 (4d8) cold damage and suffers
slashing from nonmagical attacks that aren't adamantine 2 levels of exhaustion. On a successful save, a creature takes half as
Condition Immunities charmed, exhaustion, frightened, paralyzed, much damage.
petrified, poisoned 3. Lightning Projectile (1/Day). Each creature in a 5-foot-radius
Senses darkvision 120 ft., passive Perception 10 sphere centered on that point must make a DC 17 Constitution
Languages understands the languages of its creator but can't speak saving throw. On a failed save, a creature takes 18 (4d8) lightning
Challenge 11 (7,200 XP) Proficiency Bonus +4 damage and is incapacitated for 1 minute. An incapacitated creature
can repeat the saving throw at the end of each of its turns, ending the
Death Burst. When the golem's hit points reaches 0, it explodes in effect on itself on a success. On a successful save, a creature takes
a burst of shrapnel and scalding steam. Each creature within 10 half as much damage and isn't incapacitated.
feet of it must make a DC 17 Dexterity saving throw, taking 9 (2d8) Steam Spray (Recharge 5-6). The golem jets scalding steam from
piercing damage and 9 (2d8) fire damage on a failed save, or half as
its arm-mounted twin barrels in a 15-foot cone. Each creature in the
much damage on a successful one.
area must succeed on a DC 17 Dexterity saving throw or take 18
Immutable Form. The golem is immune to any spell or effect that (4d8) fire damage and be blinded until the end of its next turn. On a
would alter its form. successful save, a target takes half as much damage and isn't blinded.
Magic Resistance. The golem has advantage on saving throws Bonus Actions
against spells and other magical effects.
Retracting Arm. The golem extends the reach of its next Slam
Magic Weapons. The golem's weapon attacks are magical.
attack this turn to 20 feet. If the attack hits and the target is Large or
Actions smaller, it is grappled (escape DC 15) and pulled 15 feet toward the
golem. Until this grapple ends, the target is restrained.
Multiattack. The golem makes two Slam attacks.
Steam-Powered Rocket Jump (Recharge 5-6). The golem gains a fly
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 speed of 40 until the end of the turn.
(3d8 + 5) bludgeoning damage.
145
Bestiary

