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Clockwork Door Warden

Creature 4 (rare) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

AnvilSnareLANDconstructclockwork

This mechanical humanoid serves the role of a gatekeeper or even a greeter, but its strength also enables it to repel unwanted visitors. 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 intric

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

Perception +12; darkvision
Skills athletics +10 (+12 to Disarm or Grapple)
Str
+4
Dex
+2
Con
+2
Int
-5
Wis
+4
Cha
-5
Items Repeating Hand Crossbow
AC 20 Fort +10 Ref +8 Will +14
HP 50
Immunities mental
Resistances physical (except adamantine, orichalcum) 5
Weaknesses electricity 5, orichalcum 5
Speed 25 feet

Offense

Melee Fist (reach-10, unarmed) +14, Damage 2d6+7 bludgeoning plus Push
Ranged Repeating Hand Crossbow (reload-0, repeating) +12, range 60 feet, Damage 1d6+3 piercing

Abilities

Wind-Up — 24 hours, DC 19 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.
+2 Status to Fortitude Saves vs. Disarm
Brace Door — The door warden holds shut an adjacent door. This ends the door warden's turn. Until the start of its next turn, as long as it remains functional and in the same square, other creatures trying to get through must succeed at a DC 21 Athletics check to Force Open the door.
Slam Door
Push

WORKS WELL WITH

CrasherLANDA heavy striker exploits the chokepoint this creature holds, hitting PCs who are bottlenecked trying to force the door.
SniperLANDRanged damage from behind the blocked doorway punishes PCs stuck in the open while this construct braces the door shut.
WeaverLANDA caster's area debuffs land more reliably against PCs funneled into the narrow space this construct is designed to hold.

PUNISHES

✖ melee reliance✖ clumping✖ escape attempts
Avoid stacking with another chokepoint blocker; only one is needed to deny a doorway, and redundant blockers waste encounter budget.
Works well with · Punishes · Pairing advice Unlock with Tactics

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

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