← Bestiary index

Clockwork Disposer

Creature 5 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

FlankerWeaverLANDclockworkconstruct

In the Grand Duchy of Alkenstar, the creation of constructs is complicated by the intermittent interference of the nearby Mana Wastes. Golems and animated objects depend on lengthy magical rituals that the magic-warping effects of the Wastes often disrupt, but clockwork constructs use far less magic in their creation. A clockwork device replaces magical intricacy with superb manufacturing skill, using magic only for the final acts of animating and powering the device. Skilled local creators and

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +13; darkvision
Skills athletics +12, stealth +12
Str
+2
Dex
+4
Con
+1
Int
-5
Wis
+0
Cha
-5
AC 21 Fort +12 Ref +15 Will +9
HP 70
Immunities mental
Resistances physical (except adamantine, orichalcum) 5
Weaknesses electricity 5, orichalcum 5
Speed 25 feet

Offense

Melee Gripper (agile, finesse) +15, Damage 2d8+4 bludgeoning
Melee Spike (agile, finesse) +15, Damage 2d8+4 piercing

Abilities

Wind-Up — 24 hours, DC 20 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.
Furnace Belch (fire) — The clockwork disposer coughs up a cloud of hot ash and embers that deals 6d6 fire damage in a 15-foot cone (DC 22 Reflex). The clockwork disposer can't use Furnace Belch again for 1d4 rounds.

WORKS WELL WITH

AnvilLANDAnvil anchors the frontline, giving the Flanker time to circle for off-guard and the Weaver to position the cone.
CrasherLANDCrasher disrupts enemy positioning, creating the chaos a Flanker exploits for positional advantage.
ShadeLANDShade lowers Reflex saves, making the Furnace Belch more likely to deal full damage to grouped foes.

PUNISHES

✖ clumping✖ fire weakness
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #179: Cradle of Quartz.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

Full licenses · Privacy · Terms · Walkthrough

Run Clockwork Disposer in the encounter builder — free, no install.

Open in PathfinderGM →