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Clockwork Handler

Creature 1 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

SnareLANDconstructclockworkmindless

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. One of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities looking to cut corners devised the much-cheaper clockwork handler,

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

Perception +8; darkvision
Skills athletics +7 (+9 to Disarm, Grapple, or avoid being Disarmed)
Str
+4
Dex
+2
Con
+3
Int
-5
Wis
+3
Cha
-5
Items Javelin (4), Everburning Torch, Rope
AC 16 Fort +10 Ref +7 Will +6
HP 16
Immunities mental
Resistances physical (except adamantine, orichalcum) 2
Weaknesses electricity 2, orichalcum 2
Speed 25 feet

Offense

Melee Fist (agile, nonlethal, unarmed) +7, Damage 1d4+4 bludgeoning plus Grab
Ranged Javelin (thrown-30) +5, Damage 1d6+4 piercing

Abilities

Spotlight — The clockwork handler can use the Everburning Torch built into its helmet to illuminate areas it's examining. Whenever it Seeks in a 30-foot cone and rolls a successful Perception check, the clockwork handler gets a critical success instead.
Wind-Up — 24 hours, DC 15 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.
Attack of Opportunity
Hog-tie
Siren — The clockwork handler emits a loud noise (such as a bell or high- pitched mechanical scream) that can be easily heard by anyone within 500 feet. Creatures within 100 feet take a -2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a DC 14 Fortitude save can't hear anything but the siren, critically fail Perception checks that require hearing, and are immune to auditory effects. This effect lasts until the creature leaves the area and for 1 round afterward.
Grab

WORKS WELL WITH

AnvilLANDA durable front-liner keeps the fight anchored while this construct singles out and hog-ties whoever strays from the line.
CrasherLANDOnce a target is Grabbed and held, a burst striker can close in and punish the Off-Guard target before it frees itself.
SniperLANDThe alarm and restraint tie down a melee threat so ranged damage can be delivered without interruption.

PUNISHES

✖ isolated targets✖ solo scouting✖ stealth reliance
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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