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Clockwork Fabricator

Creature 4 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

SnareCrasherLANDconstructclockwork

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; darkvision
Skills athletics +12, crafting +9
Str
+6
Dex
+3
Con
+2
Int
-5
Wis
+3
Cha
-5
Items Artisan's Tools
AC 19 Fort +10 Ref +11 Will +9
HP 50
Immunities mental
Resistances physical (except adamantine, orichalcum) 4
Weaknesses electricity 4, orichalcum 4
Speed 25 feet

Offense

Melee Buzz-Saw Blade (forceful, sweep) +16, Damage 1d4+6 slashing plus 1d6 bleed
Melee Crushing Vise (grapple) +14, Damage 2d6+6 bludgeoning plus Grab
Melee Sledgehammer +12, Damage 2d10+6 bludgeoning
Melee Pneumatic Chisel +14, Damage 2d8+6 piercing
Melee Arm (agile, unarmed) +14, Damage 2d4+6 bludgeoning plus Grab
Ranged Towing Anchor (thrown-30) +11, Damage 1d4+6 piercing
Ranged Nail Gun (agile) +11, range 10 feet, 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 — The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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

WORKS WELL WITH

AnvilLANDA durable frontline occupies the rest of the party while this construct grapples and constricts an isolated target with its Crushing Vise.
SniperLANDRanged damage finishes off a PC already immobilized by this construct's Grab, since it cannot pursue targets who escape its reach.
WeaverLANDA caster's debuffs weaken the saves of a PC already restrained, compounding the control this construct establishes through Grab.

PUNISHES

✖ melee reliance✖ clumping✖ isolated targets
Avoid stacking with another grappler; only one creature can meaningfully restrain a given PC at a time.
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 #178: Punks in a Powder Keg.

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