← Bestiary index

Clockwork Rifler

Creature 6 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

SniperCrasherLANDclockworkconstructmindless

These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic. Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert. The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device

Source: blood-lords-bestiary (Pre-Remaster)

Perception +16; darkvision
Skills athletics +15 (+17 to Disarm, Grapple, or avoid being Disarmed)
Str
+5
Dex
+3
Con
+4
Int
-5
Wis
+4
Cha
-5
Items Double-Barreled Musket, Bayonet
AC 24 Fort +16 Ref +15 Will +12
HP 80
Immunities mental
Resistances physical (except adamantine, orichalcum) 5
Weaknesses electricity 5, orichalcum 5
Speed 25 feet

Offense

Melee Bayonet (agile, finesse, reach-10) +17, Damage 1d4 + 9 piercing
Ranged Double-Barreled Musket (concussive, double-barrel, fatal-d10, reload-1) +18, range increment 60 feet, Damage 2d6 + 9 piercing

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.
Bayonet Charge — The clockwork rifler Strides twice and Strikes with its bayonet.

WORKS WELL WITH

AnvilLANDA durable frontline ally holds enemies in place so this attacker can reload safely or line up a heavy point-blank shot.
FlankerLANDA mobile striker can push distracted enemies into this attacker's bayonet reach after it charges in.
SnareLANDA controller that immobilizes fleeing targets lets the slow-reloading heavy shot land reliably.

PUNISHES

✖ backline exposure✖ static positioning
Avoid pairing with another single-target burst sniper; redundant heavy single-shot damage does nothing to help control the wider battlefield.
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #182: Graveclaw.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

Full licenses · Privacy · Terms · Walkthrough

Run Clockwork Rifler in the encounter builder — free, no install.

Open in PathfinderGM →