Clockwork Golem

As we approach the end of another year, many of us seem to feel the passage of time more heavily than other times of year. Part of the fun of roleplaying is to escape this ennui, but if you've ever wanted to crush your players' characters under the overpowering weight of time, then we now have the perfect monster for your next encounter.

The clockwork golem is not just named for its little gears; an automaton with the ability to alter time, it makes itself faster and slippery-er-er than its larger golem cousins, and its attacks leave its victims briefly trapped in mystical torpor. Despite an unassuming appearance, this golem can steamroll a party that gets caught in the golem's slow effect too often, as the golem zips across the battlefield without a care in the world.

After the golem finishes making the party feel old and feeble, it may be best to give them a more cheerful encounter, like this guy who likes making costumes with his friends, or this old lady devoted to self-improvement through body-positivity. Or, if you really want to just send your players directly from your table to therapy, introduce them to some true abominations to really drive the point home.

We hope you're enjoying the holidays so far, and that you're as excited for the new year as we are!

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Clockwork Golem

Clockwork golems are created by capturing a modron spirit from Mechanus and binding it to a mechanical frame. A modron's will is easily twisted in this form, as their lawful nature is subdued to the whims of their creator.

The bodies of clockwork golems are far more complicated than most golems, featuring various clockwork contraptions and a magical crystal core. These features allow them to move with greater precision and to use basic problem-solving skills. A clockwork golem can follow complex orders, operate simple machinery, and replicate magical effects that alter time.

Their intricate design comes at a cost, however, as they are not as sturdy nor as large as their counterparts. Additionally, like their simpler cousins, they also have no will of their own, as they devote what little intellect they hold entirely to their master’s cause.

Clockwork Golem

Medium Construct, typically lawful neutral

Armor Class 18 (natural armor)

Hit Points 90 (12d8 + 36)

Speed 60 ft.

STR 18 (+4)

DEX 15 (+2)

CON 16 (+3)

INT 7 (-2)

WIS 13 (+1)

CHA 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages understands Modron and the languages of its creator but can’t speak

Challenge 12 (8,400 XP) Proficiency Bonus +4

Blurred Movement. Attack rolls against the golem

have disadvantage unless the golem is

incapacitated or restrained.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Actions

Multiattack. The golem makes three slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, its speed is halved and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. These effects last until the start of the golem’s next turn.

Time Stop (Recharges after a Short or Long Rest). The golem casts time stop. Wisdom is its spellcasting ability.

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