Clockwork Serpent
CREATURE 8Clockwork serpents are often found serving as guardians in serpentfolk laboratories or temples.
Experimental Serpents
Even stranger clockwork serpents are rumored to exist in the heart of serpentfolk enclaves. These constructs supposedly can repair damage to themselves when they change serpent modes, activate additional forms that allow swimming or flight, or even break apart into a seething swarm of smaller clockwork serpents.
24 hours, DC 26 Thievery, standby
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.
A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
1 Cobra Mode The clockwork serpent can use Intimidating Hood.
2 Constrictor Mode The clockwork serpent can use its coils Strike and can Constrict.
3 Rattlesnake Mode The clockwork serpent can use Shattering Rattle.
If a clockwork serpent takes any precision damage or takes a critical hit and it has a serpent mode active, it must attempt a DC 16 flat check. On a failure, it takes the damage from the critical hit as normal, is Stunned 1, and its serpent mode deactivates.
2d10+6 bludgeoning, DC 26 basic Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.