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Trample(
3d6+25,
DC 41);
Self-Destruction(
12d6,
DC 24);
STATISTICS
Str
45,
Dex
20,
Con
—,
Int
—,
Wis
11,
Cha
1
Base Atk
+28;
CMB
49;
CMD
66
Feats
Improved Initiative,
Lightning Reflexes,
Skills
Perception +0
Languages
—
SQ
swift reactions, winding
ECOLOGY
Environment
any
Organization
solitary, pair, or siege (3–6)
Treasure
none
Special Abilities
Cannon (Ex)
One of a goliath's arms ends in a cannon. The goliath may use this as one of its four slam attacks, or it can use it to fire cannonballs. A cannon has a range increment of 100 feet, and deals 6d6 points of bludgeoning and piercing damage on a hit with a ×4 critical modifier. A clockwork goliath's cannon can hold up to 12 cannonballs—reloading a single cannonball is a standard action.
Swift Reactions (Ex)
Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and they gain a +2 dodge bonus to AC.
Winding (Ex)
Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Construct Traits (Traits)
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Constructs are not subject to ability damage, ability drain, energy drain, exhaustion, fatigue, or nonlethal damage. Constructs are not at risk of death from taking massive damage.