Clockwork Brewer
Creature 3 (uncommon) — clockwork, construct, mindless
Pre-Remaster content. May include legacy alignment.
SnareAnvilLANDconstructclockworkpoison
Clockwork creatures are as common in Alkenstar as carts and horses are in most Inner Sea region cities. In the City of Smog, clockworks perform many of the simple, repetitive tasks that sentient workers find boring, as well as dangerous jobs such as private security or riot control. With the rise of the automated workforce in Alkenstar came the "professional" line of clockworks, capable of carrying out more complex tasks and even interacting with the public. These clockworks were given modules
Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)
Perception +8; darkvision
Skills athletics +9, Brewing Lore +8
Str
+4
Dex
+3
Con
+1
Int
-5
Wis
+3
Cha
+1
Items Artisan's Tools (Brewing)
AC 18
Fort +8
Ref +10
Will +8
HP 40
Immunities mental
Resistances physical (except adamantine, orichalcum) 3
Weaknesses electricity 3, orichalcum 3
Speed 25 feet
Offense
Melee Leg (agile, unarmed) +9, Damage 2d4+4 bludgeoning plus Grab
Abilities
Mini-Keg — A clockwork brewer can hold up to 5 gallons of liquid in a built-in tank. By default, this tank contains the clockwork brewer's beer.
Standard Greeting — Clockwork brewers have a limited set of pre-recorded phrases they can use to interact with clientele, based on their instructions. The audio is recorded on an embedded gemstone worth 5 gp. Removing a gemstone from or installing a gemstone into a clockwork brewer requires a successful DC 18 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased.
Wind-Up — 24 hours, DC 18 Thievery check, 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.
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.
Bottoms Up —
Pre-Programmed Greeting (auditory, mental) — The clockwork brewer clearly delivers a disarmingly friendly greeting to a creature within 30 feet. The creature attempts a DC 17 Will save. On a failure, the creature is Off-Guard against the clockwork brewer's next attack before the end of the brewer's next turn. The target is then immune to Pre-Programmed Greeting for 1 day.
Smokeside Sour (ingested, poison) — Saving Throw DC 12 Fortitude
Maximum Duration 1 hour
Stage 1 Clumsy 1 (10 minutes)
Stage 2 clumsy 1 and Stupefied 1 (10 minutes)
Stage 3 Clumsy 2, Stupefied 2, and sickened (40 minutes)
Maximum Duration 1 hour
Stage 1 Clumsy 1 (10 minutes)
Stage 2 clumsy 1 and Stupefied 1 (10 minutes)
Stage 3 Clumsy 2, Stupefied 2, and sickened (40 minutes)
Grab —
WORKS WELL WITH
CrasherLANDAn aggressive melee ally keeps pressure on the same target this construct has Grabbed, preventing it from escaping the poison stages.
WeaverLANDA spellcaster capitalizes on the Off-Guard condition the greeting inflicts to land precise magical attacks.
FlankerLANDA skirmisher exploits the Off-Guard window created by the failed Will save before it expires.
PUNISHES
✖ low Will✖ low Fortitude✖ melee engagement
Avoid pairing with another construct relying on the same Will-save trigger; redundant Off-Guard effects add nothing once the condition is already active.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Clockwork Brewer in the encounter builder — free, no install.
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