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Clockwork Puppeteer

Creature 12 (rare) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

WeaverLANDVERTICALconstruct

Clockwork puppeteers are grim constructs capable of controlling corpses like puppets. They typically stand 12 feet tall and have spindly legs and long arms ending with scalpel-like claws. Dozens of metallic strings, composed of interlocking clockwork links, hang from their wrists. As one delves deeper into the industrial heart of Alkenstar, the clockwork adversaries one faces become ever more complex and deadly.

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

Perception +20; darkvision
Skills stealth +25
Str
+6
Dex
+6
Con
+2
Int
-5
Wis
+2
Cha
-5
AC 33 Fort +22 Ref +25 Will +19
HP 205
Immunities mental
Resistances physical (except adamantine, orichalcum) 10
Weaknesses electricity 10, orichalcum 10
Speed 25 feet, climb 25 feet

Offense

Melee Claw (unarmed) +24, Damage 3d10+9 slashing
Ranged String +24, range 60 feet, Damage 3d8+9 slashing plus Clockwork String

Abilities

Wind-Up — 24 hours, DC 22 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.
Clockwork Swarm (aura) — 30 feet. A cloud of flying, spiderlike clockworks surrounds the clockwork puppeteer. A creature that ends its turn in the cloud takes 4d8 piercing damage (DC 29 Reflex).
Clockwork String — Any creature hit by the puppeteer's string is Grabbed. The puppeteer can move while it has a creature grabbed with its string, but it automatically releases the creature if the puppeteer moves beyond the string's 60-foot length. The puppeteer can use up to six strings at a time. It can release any creature grabbed by a string as a free action. Each string has AC 30, and its Escape DC is 32. A string can be severed by a Strike that deals at least 20 slashing damage to it. This doesn't deal any damage to the clockwork puppeteer.
Create Puppet (arcane) —
Pull String — The puppeteer reins in a creature Grabbed by its string. The puppeteer attempts an Athletics check against the creature's Fortitude DC. On a success, the puppeteer pulls the creature 15 feet closer to it (30 feet closer on a critical success).

WORKS WELL WITH

AnvilLANDAnvil holds enemies within the Puppeteer's damaging swarm aura while it repositions threats.
CrasherLANDCrasher's disruption compounds with the Puppeteer's pulls, keeping enemies disoriented and grouped.
SniperLANDPuppeteer's pulls and swarm funnel enemies into predictable positions for the Sniper to exploit.

PUNISHES

✖ clumping✖ ranged positioning
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 #180: The Smoking Gun.

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