Clockwork Fabricator
Creature 4 (uncommon) — clockwork, construct, mindless
Pre-Remaster content. May include legacy alignment.
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. A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction companion. These clockworks can be programmed to perform up to two s
Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)
Perception +8
Skills athletics +12, crafting +9
Str
+6
Dex
+3
Con
+2
Int
-5
Wis
+3
Cha
-5
AC 19
Fort +10
Ref +11
Will +9
HP 50
Resistances physical (except adamantine, orichalcum) 4
Weaknesses electricity 4, orichalcum 4
Speed 25 feet
Offense
Melee Buzz-Saw Blade +16, Damage 1d4+6 slashing plus 1d6 bleed
Melee Crushing Vise +14, Damage 2d6+6 bludgeoning
Melee Sledgehammer +12, Damage 2d10+6 bludgeoning
Melee Pneumatic Chisel +14, Damage 2d8+6 piercing
Melee Arm +14, Damage 2d4+6 bludgeoning
Ranged Towing Anchor +11, Damage 1d4+6 piercing
Ranged Nail Gun +11, Damage 2d8 piercing
Abilities
Wind-Up — 24 hours, DC 19 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.
Constrict — Constrict
Modular Arms — A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable "arms." An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful DC 18 Thievery check to Disable a Device. A creature can Interact to install a new arm with a successful DC 18 Engineering-lore check. A fabricator has two of any of the following types of arms.
Melee 1 buzz-saw blade +16 (forceful, sweep), Damage 1d4+6 slashing plus 1d6 bleed
Melee 1 crushing vise +14 (grapple), Damage 2d6+6 bludgeoning plus Grab
Melee 1 sledgehammer +12, Damage 2d10+6 bludgeoning
Ranged 1 nail gun +11 (agile, range 10 feet), Damage 2d8 piercing
Melee 1 pneumatic chisel +14, Damage 2d8+6 piercing
Ranged 1 towing anchor +11 (thrown 30 feet), Damage 1d4+6 piercing
Pull —
Grab — Grab
Run Clockwork Fabricator in the encounter builder — free, no install.
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