Clockwork Sentry
CREATURE 8Clockworks are intricate, complex machines built by talented engineers and infused with magical energy. At the height of the Azlanti Empire, magitech clockworks were commonplace, from music boxes, toys, and vehicles, to bodyguards, soldiers, spies, and even nannies.
Clockwork sentries are four-armed constructs created to serve as guardians, programmed either to prevent access to a specific location or to keep targets from escaping a secured site. This makes them the perfect clockwork for serving in prisons, dungeons, vaults, and similar locations.
Winding Clockworks
A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block. There are winding station locations in the adventure where a clockwork can return to be wound rather than having to rely upon another creature. The full rules for winding clockworks can be found in Pathfinder Bestiary 3 on page 48.
Clockwork Hot Spots
Today, the nations of Alkenstar and New Thassilon, the church of Brigh, and the famed Clockwork Cathedral of Absalom are the primary sources for clockwork creation. Haunted clockworks from the Clicking Caverns often invade the nations of Nagajor and Xa Hoi.
24 hours, Disable a Device, 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 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 (or 2 hours on a critical success). This can be done even if the clockwork is in standby mode.
A clockwork that lists standby in its wind-up entry has the following action.
Enter Standby 3 The clockwork enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 circumstance 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 constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.