The Winder
COMPLEX HAZARD 19 +31 (master)
A large metallic arm, 20 feet long, is set into the floor. It rotates around the room to wind up nearby clockwork creatures.
DC 50 Thievery (master) to deactivate the system, or DC 40 Athletics (legendary) to jam the gears for 1 round
AC 43; Fort +32, Ref +35
Hardness 15, HP 250 (BT 125); Immunities critical hits, precision
Wind Up
A creature other than the Rumormonger enters the room, or the Rumormonger commands the device to activate
The Winder rolls initiative.
Wind
The Winder winds a clockwork creature in the room. If the creature is currently inactive, this activates the creature, allowing it to act normally for 1d4 rounds. If already active, this instead increases the number of rounds the clockwork creature remains active by 1d4.
(1, 2, or 4 actions, depending on the encounter's threat level) The Winder uses each of its actions to Wind clockwork assassins in the room, starting with inactive ones.
The Winder resets as soon as no creatures remain in the room.
Pathfinder #161: Belly of the Black WhaleOGL