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Junior (3-4)Creature 3


UniqueNMediumClockworkConstructMindless
Source Pathfinder Society Scenario #3-05: Inheritor's Rite
Perception +9 (darkvision)
Languages none
Skills Athletics +9
Str +2, Dex +3, Con +4, Int -5, Wis +4, Cha +1

AC 18; Fort +9; Reflex +8; Will +9;
HP 37
Speed 25 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Electricity 3, Orichalcum 3
Resistances Physical 2

Fist One Action +10 (+6, +2) to hit (agile, finesse, unarmed) 1d8+6 Bludgeoning

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-Up

24 hours (2 hours remaining), DC 18 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.

Animate Assistants Two Actions (arcane, concentrate)

Frequency 4 times per day. Animated knickknacks present at the beginning of the encounter count toward this limit


Effect Junior animates an unattended mundane object within 5 feet. Because Junior is damaged, the construct can't control its assistants, so the object acts on its own. The object fights using the statistics for an animated knickknack, attacking the nearest living creatures. It ceases to be animated after 1 hour, or if Junior is disabled or destroyed.

Confused Behavior

At the beginning of each round, roll 1d4 to determine how Junior behaves.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Clockwork

Clockworks are intricate, complex constructs that can be programmed to perform specific functions.

Construct

A 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.

Mindless

A 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.