Clockwork Soldier
Creature 6 (uncommon) — clockwork, construct, mindless
AnvilLANDclockworkconstruct
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: pathfinder-monster-core-2
Perception +16; darkvision
Skills athletics +15 (+17 to Disarm or Grapple)
Str
+6
Dex
+2
Con
+4
Int
-5
Wis
+4
Cha
-5
Items Halberd
AC 24
Fort +16
Ref +14
Will +12
HP 80
Immunities mental
Resistances physical (except adamantine, orichalcum) 5
Weaknesses electricity 5, orichalcum 5
Speed 25 feet (+2 vs. Disarm)
Offense
Melee Halberd (magical, reach-10, versatile-s) +17, Damage 1d10+10 piercing
Melee Fist (agile, unarmed) +16, Damage 1d8+10 bludgeoning plus Grab
Abilities
+2 vs. Disarm —
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.
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.
Reactive Strike —
Activate Defenses — One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice.
The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
Grab —
WORKS WELL WITH
SniperLANDA ranged striker stays safe behind the reach threat zone this soldier maintains.
SnareLANDA controller locks enemies in place while this soldier's reach punishes attempts to close.
FlankerLANDA mobile striker slips past while the soldier holds the front and shields an adjacent ally.
PUNISHES
✖ melee reliance✖ clumping✖ overextending
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Clockwork Soldier in the encounter builder — free, no install.
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