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"LADIES AND GENTLEMEN! PREPARE FOR THE TIME OF YOUR LIVES!" -Houdini, rogue clockwork magician
## Clockwork Magician Clockwork magicians are magitech creations powered by powerful alchemical engines. With a set of magical abilities and limited sentience these constructs have only one aim: to entertain their audience, no matter the cost. ***Metal Performers.*** Most of the time, clockwork magicians resemble a hunched humanoid made of brass and other chemically resistant metals. With a top hat and heavy wooden cane, they bring to mind your average fair performer. Other notable characteristics include several transparent containers filled with various colorful concoctions and a set of pressurized pipes and tubes leading to a small cannon mounted on the construct's left arm. ***Magitech Marvels.*** Clockwork magicians were created with a purpose of providing entertainment for high-ranking figures. Gifted merely with a semblance of a sentient mind, they can speak only in preprogrammed phrases, reminiscent of a stereotypical magician. Some find their booming and constantly upbeat voices quite unnerving. Main means by which they intend to entertain their audience lie in alchemical solutions powering most of their inner mechanisms. By skillfully mixing them in their bodies they can create different visual effects ranging from brilliant multicolored lights to blinding smokescreens. If correctly prepared those "spells" can also affect entire creatures resulting in feats such as polymorphy, levitation or invisibility. ***Artificial Madness.*** Despite their limited intelligence, or maybe because of it, clockwork magicians' sanity proved to be surprisingly frail. With a single purpose dictating their entire existence, if they notice that their audience is getting bored of the same old tricks, they often start increasing the intensively of their spectacles. If unchecked, this compulsion might quickly lead them to start flat out assaulting people just to get a reaction. In combat they fight with reckless abandon, utilizing all of their abilities to their full extent and even going as far as triggering a self-destruction mechanism as a last resort. And yet, even in this deranged state, they still seem to stick to certain set of internal rules dictated by the spectacle and rarely pay attention to those unable to perceive their act. ***Constructed Nature.*** A clockwork magician doesn't require air, food, drink, or sleep. \columnbreak
Clockwork Magician by Daractive
\pagebreak ___ ___ > ## Clockwork Magician >*Medium construct, chaotic neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 33 (6d8 + 6) > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|12 (+1)|11 (+0)|16 (+3)|9 (-1)| >___ > - **Skills** Perception +4 > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 60 feet, passive Perception 15 > - **Languages** can understand Common but speaks only preprogrammed responses > - **Challenge** 3 (700 XP) > ___ > ***Grande Finale.*** When the clockwork magician dies, it explodes, and each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. > > ***Innate Spellcasting.*** The clockwork magician's spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: > >1/day each: *color spray, levitate, invisibility* > >***Magic Resistance.*** The clockwork magician has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** The clockwork magician makes two bash attacks or two fireworks attacks. > > ***Bash.*** *Melee Weapon Attack:* +3 to hit, reach 5 feet, one target. *Hit:* 8 (2d6 + 1) bludgeoning damage. > > ***Fireworks.*** *Ranged Weapon Attack:* +2 to hit, reach 20 feet, one target. *Hit:* 10 (3d6) damage of a random type (fire, cold, lightning, acid, necrotic or radiant). > > ***Hat-trick (Recharges after a Short or Long Rest).*** The clockwork magician targets any large of smaller creature within it's field of vision. Targeted creature must make a DC 13 Wisdom saving throw or be polymorphed into a rabbit for 10 minutes. Acts as the *polymorph* spell. > >***Escape Act (Recharge 5–6).*** Animated chains extend from the clockwork magician's frame dealing 2 (1d4) slashing damage to any creature within 5 feet of it. Any affected creature must make a DC 11 Strength saving throw or be pushed 5 feet away and knocked prone. After that, the chains wrap themselves around the magician restraining it and granting it resistance to all types of damage. On the magician's next turn it creates a 15-foot-radius sphere of smoke centered on its current location and teleports up to 30 feet to an unoccupied space within its field of vision ending all self imposed effects. The smoke sphere spreads around corners, and its area is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. >
Clockwork Magician by Daractive