Clockwork RiflerCreature 6
Source Pathfinder #182: Graveclaw
Perception +16 (darkvision)
Languages none
Skills Athletics +15
Str +5, Dex +3, Con +4, Int -5, Wis +4, Cha -5
AC 24; Fort +16; Reflex +15; Will +12;
HP 80
Speed 25 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Electricity 5, Orichalcum 5
Resistances Physical 5
Bayonet +17 (+13, +9) to hit (agile, finesse, reach 10) 1d4 + 9 Piercing
Double-Barreled Musket +18 (+13, +8) to hit (concussive, double barrel, fatal d10, range increment 60, reload 1) 2d6 + 9 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Wind-Up24 hours, DC 22 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 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.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Activate DefensesOne of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice.
The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
Effect: Activate Defenses
Bayonet ChargeThe clockwork rifler Strides twice and Strikes with its bayonet.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic.
Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.
The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque-some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClockworkClockworks are intricate, complex constructs that can be programmed to perform specific functions.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.