Compromised Door Warden
Creature 4 (rare) — clockwork, construct, mindless
Pre-Remaster content. May include legacy alignment.
SnareAnvilLANDconstructclockwork
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; darkvision
Skills athletics +10 (+12 to Disarm or Grapple)
Str
+4
Dex
+2
Con
+2
Int
-5
Wis
+4
Cha
-5
Items Repeating Crossbow
AC 20
Fort +10
Ref +8
Will +14
HP 50
Immunities mental
Resistances physical (except adamantine, orichalcum) 5
Weaknesses electricity 5, orichalcum 5
Speed 10 feet (see Uncertain Operations)
Offense
Melee Fist (reach-10, unarmed) +14, Damage 2d6+7 bludgeoning plus Push
Ranged Repeating Crossbow (reload-0, repeating) +12, range increment 120 feet, 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.
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 —
WORKS WELL WITH
SniperLANDRanged support attacks from behind the choke point while the warden's door-blocking denies flanking or retreat options.
CrasherLANDA heavy melee striker can push through once the warden's chokepoint control forces the party into a narrow engagement lane.
PUNISHES
✖ forced choke points✖ ranged reliance✖ single-path progression
Avoid pairing with another chokepoint blocker; redundant denial effects crowd the same narrow lane without adding new pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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