← Bestiary index

Compromised Door Warden

Creature 4 (rare) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

This mechanical humanoid serves the role of a gatekeeper or even a greeter, but its strength also enables it to repel unwanted visitors. In the Grand Duchy of Alkenstar, the creation of constructs is complicated by the intermittent interference of the nearby Mana Wastes. Golems and animated objects depend on lengthy magical rituals that the magic-warping effects of the Wastes often disrupt, but clockwork constructs use far less magic in their creation. A clockwork device replaces magical intric

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

Perception +12
Skills athletics +10
Str
+4
Dex
+2
Con
+2
Int
-5
Wis
+4
Cha
-5
AC 20 Fort +10 Ref +8 Will +14
HP 50
Resistances physical (except adamantine, orichalcum) 5
Weaknesses electricity 5, orichalcum 5
Speed 10 feet

Offense

Melee Fist +14, Damage 2d6+7 bludgeoning
Ranged Repeating Crossbow +12, Damage 1d8 piercing

Abilities

Wind-Up — 24 hours, DC 19 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.
+2 Status to Fortitude Saves vs. Disarm
Brace Door — The door warden holds shut an adjacent door. This ends the door warden's turn. Until the start of its next turn, as long as it remains functional and in the same square, other creatures trying to get through must succeed at a DC 21 Athletics check to Force Open the door.
Slam Door
Uncertain Operation — At the beginning of its turn, the compromised door warden rolls to determine how many actions it has for that turn (to a maximum of 3 actions per turn). The door warden's Speed each turn is 10 feet times the result of that same die roll, to a maximum of 25 feet per turn (that is, a roll of 3 or 4 indicates a Speed of 25 feet).
Push — Push

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.

Stat blocks are used under either the ORC License (Remaster content) or the Open Game License 1.0a (pre-Remaster content), depending on the source book. See our licenses page for the full attribution and the OGL Section 15 copyright notice.

Full licenses · Privacy · Terms

Run Compromised Door Warden in the encounter builder — free, no install.

Open in PathfinderGM →