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From Pathfinder #215: To Blot Out the Sun, which isn't enabled.

Clockwork Sentry

CREATURE 8

Clockworks 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.


Perception +16; darkvision, see invisibility
Skills Athletics +18 (+20 to Grapple, Shove, or Trip)
Str +6, Dex +3, Con +4, Int -5, Wis +4, Cha -5
Wind-Up

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).

Constant Spells

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.


AC 26; Fort +16, Ref +13, Will +16
HP 115; Weaknesses electricity 10, orichalcum 10; Resistances physical 10 (except adamantine, or orichalcum)
Sudden Seize
Trigger A creature within a clockwork sentry's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a space during a move action it's using

Effect The clockwork sentry makes an Athletics check to Grapple the triggering creature.

Speed 25 feet
Melee Pneumatic Swing +20 (magical, reach 10), Damage 2d10+10 bludgeoning plus Knockdown
Melee Fist +20 (agile, nonlethal, reach 10, unarmed), Damage 2d6+10 bludgeoning plus Grab
Ranged Pulse Blast +17 (range increment 100 feet), Damage 3d6 force plus Push
Arcane Innate Spells DC 23, attack +15; 5th Wall of Stone; 4th Sleep; 3rd Paralyze, Slow; 1st Grease; Constant (2nd) See the Unseen
Arrest
Trigger The clockwork sentry has a creature Restrained

Effect The clockwork sentry Interacts to place manacles on the restrained creature.
Tackle

The clockwork sentry Strides up to twice its Speed in a straight line. If it ends this movement in reach of a creature, it makes a fist Strike against that creature. On a hit or critical hit, the target takes an additional 1d6 bludgeoning damage and is knocked Prone.

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

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.

Knockdown

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry

Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Push

Requirements The monster's last action was a successful Strike that lists Push in its damage entry

Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.

Pathfinder #215: To Blot Out the SunORC