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From Pathfinder #179: Cradle of Quartz, which isn't enabled.

Compromised Door Warden

CREATURE 4

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 intricacy with superb manufacturing skill, using magic only for the final acts of animating and powering the device. Skilled local creators and inventors rarely follow someone else's design, so most clockworks found in Alkenstar are custom creations with abilities designed for a specific purpose or individual's needs.


Perception +12; darkvision
Skills Athletics +10 (+12 to Disarm or Grapple)
Str +4, Dex +2, Con +2, Int -5, Wis +4, Cha -5
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.


AC 20; Fort +10, Ref +8, Will +14
HP 50; Weaknesses electricity 5, orichalcum 5; Resistances physical 5 (except adamantine, or orichalcum)
+2 Status to Fortitude Saves vs. Disarm

Speed 10 feet; see Uncertain Operations
Melee Fist +14 (reach 10, unarmed), Damage 2d6+7 bludgeoning plus Push
Ranged Repeating Crossbow +12 (reload 0, repeating, range increment 120 feet), Damage 1d8 piercing
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
Trigger The door warden Pushes a creature through an open doorway

Effect The door warden slams the door shut on the creature
Uncertain Operation

At the beginning of its turn, the compromised door warden rolls 1d4 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

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 #179: Cradle of QuartzOGL