Clockwork Spy
This tiny steel creature has one oversized eye, a spherical body, and several spiderlike legs of grinding metal.
These spindly and discreet mechanical arachnids are ideal for surveillance and reconnaissance missions, and can be vital tools in political intrigues or illicit consortium tactics. Their retractable, insectile wings make the swift creatures even craftier foes than most would anticipate. As they are less combat-oriented than many other clockworks, if a clockwork spy is caught in the act of recording its target, escape is usually the most practical course of action for it. Clockwork spies are about 2 feet wide from leg to leg, and weigh less than 40 pounds.
N Tiny (clockwork)
Init +5; Senses 60 ft., ; Perception +0
DEFENSE
AC 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
hp 5 (1d10)
Fort +0, Ref +3, Will +0
Weaknesses to electricity
OFFENSE
Speed 30 ft., 30 ft. (clumsy)
Melee slam +3 (1d2)
Special Attacks record audio, self-destruct
STATISTICS
Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +1; +0; CMD 12 (20 vs. trip)
Feats Improved Initiative, Lightning Reflexes
Skills Climb +3, Fly –3, Stealth +11
Racial Modifiers +2 Climb, +2 Stealth
SQ winding
ECOLOGY
Environment any
Organization solitary
Treasure incidental (gemstone worth 50gp)
SPECIAL ABILITIES
Record Audio (Su) A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.
Self-Destruct (Su) Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy’s next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 half). A DC 20 Disable Device check made as a standard action can halt the spy’s self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Familiar
This tiny metallic creature is shaped like a raven, gears and belts whirring beneath its shining, articulated plates.
For those who fuse magic with machinery, the best familiar is the one the caster creates herself, breathing life into a clockwork mechanism of her own design. A spellcaster can gain a clockwork familiar at 7th level by taking the Improved Familiar feat. A typical clockwork familiar is 2 feet tall or long and weighs 10 pounds.
N Tiny (clockwork)
Init +6; Senses 60 ft., ; Perception +5
DEFENSE
AC 18, touch 16, flat-footed 14 (+2 Dex, +2 dodge, +2 natural, +2 size)
hp 16 (3d10)
Fort +1, Ref +5, Will +2
5/adamantine; ; cold 10, fire 10
Weaknesses to electricity
OFFENSE
Speed 30 ft., 50 ft. (perfect)
Melee bite +7 (1d3 plus 1d6 electricity)
STATISTICS
Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 11
Base Atk +3; +3; CMD 15
Feats Alertness, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Fly +19, Perception +5, Sense Motive +3, Stealth +12
Languages Common
SQ advice, item installation, swift reactions, winding
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Advice (Ex) Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all Craft and Use Magic Device checks.
Item Installation (Ex) Each clockwork familiar possesses the ability to carry a magic item in its body. This specific item type is chosen at the time of the construct’s creation, and cannot be changed. While the creature cannot activate or use the item, it gains certain constant abilities from the resonant magic fields, and can drain the item’s magic as a free action in order to gain additional magical effects. In addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself for 1d6 hit points as a standard action. Removing a spent item and installing a new one is a full-round action.
Potion: The clockwork familiar gains a constant protection from good/evil/law/chaos effect (one type only, chosen each time a new potion is installed). In addition, a clockwork familiar can drain the magic from the potion in order to grant this ability to a creature sharing its space. This ability to include others in the protection effect lasts for 1 minute per spell level of the potion drained.
Scroll: The clockwork familiar gains a constant detect magic effect as a spell-like ability. Draining magic from a scroll allows the familiar to cast a single identify spell on behalf of its master for each spell level of the spell inscribed on the scroll— these castings may be stored and saved, though a scroll used in this manner becomes instantly useless, even if not all spell levels have been drained.
Wand: The clockwork familiar gains the ability to spit a glob of acid up to 30 feet as a ranged touch attack, dealing 1d4 points of damage. Draining a charge increases the damage to 2d4 points for a single attack. This charge is spent before the attack is rolled.
Clockwork Servant
This four-armed, human-sized clockwork construct balances on three legs that rise into a central body.
Since clockwork engineers can’t always be present to make sure their devices are working at full capacity, the clockwork servant was invented to serve that role. Clockwork servants excel at repairing themselves and other clockworks on the battlefield, proving useful for skirmishes and campaigns alike. Rumors of clockwork servants with magically imparted intelligence persist among explorers of certain strange ruins—while no smarter than the average human, such “awakened” clockwork servants have skills and feats as appropriate for their Hit Dice (Disable Device +7, Perception +2, and Skill Focus [Disable Device] for most intelligent clockwork servants), and are said to serve in more complex roles than mere repair workers. An intelligent clockwork has an Intelligence score of 11 and can speak one language. Clockwork servants are about 5 feet tall and weigh over 400 pounds.
N Medium (clockwork)
Init +6; Senses 60 ft., ; Perception +0
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
hp 31 (2d10+20); 2
Fort +0, Ref +4, Will +0
Weaknesses to electricity
OFFENSE
Speed 30 ft.
Melee slam +6 (1d4+6)
Ranged net +4 (entangle)
STATISTICS
Str 19, Dex 14, Con —, Int —, Wis 11, Cha 1
Base Atk +2; +6; CMD 20 (22 vs. trip)
Feats Improved Initiative, Lightning Reflexes
SQ repair clockwork, winding
ECOLOGY
Environment any
Organization solitary, team (2–4), or squadron (5–10)
Treasure none
SPECIAL ABILITIES
Net (Ex) As a standard action, a clockwork servant can launch a net from its shoulder. The launcher itself can contain up to five nets—loading a folded net into the launcher is a standard action. Some clockwork servants are outfitted with masterwork or even magic nets, although the clockwork servant presented here is armed with standard nets.
Repair Clockwork (Ex) Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, a clockwork servant can repair damage done to either itself or an adjacent clockwork creature, healing 1d10 points of damage to the target.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Hound
Two emerald crystal eyes stare out from this artificial hound’s brass-, bronze-, and iron-forged body.
Clockwork hounds are artificial approximations of canine companions that operate much like their living counterparts but never die of natural causes. They can work in packs or alone, in accordance with the instructions imparted by their operators. Whether their operators are alive or dead is of little consequence to these constructs, which proceed based on the last instructions provided. Like clockwork soldiers, clockwork hounds have long activity cycles due to the lessened winding requirements of their lighter frames. Their chest cavities are used to storage goods instead of for reinforcement. They are used primarily for delivery missions, but work equally well as retrievers. They’re occasionally used for sentry duty, or more rarely, defense, and are most often seen in the company of similarly tasked constructs such as clockwork soldiers and guardians. A clockwork hound stands 2-1/2 feet tall at its shoulders and weighs 300 pounds.
N Small (clockwork)
Init +8; Senses 60 ft., , ; Perception +3
DEFENSE
AC 18, touch 17, flat-footed 12 (+4 Dex, +2 dodge, +1 natural, +1 size)
hp 43 (6d10+10)
Fort +2, Ref +8, Will +5
5/adamantine;
Weaknesses to electricity
OFFENSE
Speed 50 ft.
Melee 2 bites +13 (1d6+6 plus trip)
Special Attacks swift bite
STATISTICS
Str 22, Dex 18, Con —, Int —, Wis 16, Cha 1
Base Atk +6; +11; CMD 27
Feats Improved Initiative, Lightning Reflexes
Skills Survival +11 (+19 when tracking by scent)
Racial Modifiers +8 Survival (+16 when tracking by scent)
SQ chest container, efficient winding, expert tracker
ECOLOGY
Environment any
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Chest Container (Su) The chest cavity of a clockwork hound can be opened to expose a 6-inch-cube storage area that can hold up to 10 pounds of items. If a contained item is a magical necklace, ring, or ioun stone, then the hound gains the benefits of the item as though it were worn, but the hound can benefit from the effects of only one such item at a time (chosen by the person who placed the items inside). A clockwork hound can open or close its chest cavity as a swift action, depositing any items within onto the ground under it.
Efficient Winding (Ex) A clockwork hound can function for 2 days per Hit Die every time it is wound (12 days for the typical clockwork hound).
Expert Tracker (Ex) The hound gains a +8 racial bonus on Survival checks, and an additional +8 bonus when tracking by scent.
Swift Bite (Ex) When a clockwork hound makes a full attack, it can make two bite attacks.
Clockwork Soldier
Cogs and gears are visible in the gaps of this metallic creature’s armor. It wields a polearm as it stands ready at attention.
The clockwork soldier is a mechanical mercenary that fights to the death for its creator. With the ability to wield most weapons with full proficiency, clockwork soldiers are versatile and wholly unpredictable foes. Most are armed with magic weapons—a +1 halberd being the most common armament. Clockwork soldiers are among the most efficient constructs of their kind. They are ideal for sentry and guard duty. Clockwork soldiers have the same basic shape as a human. They are 6 feet tall and weigh 500 pounds.
N Medium (clockwork)
Init +6; Senses 60 ft., ; Perception +0
DEFENSE
AC 20, touch 14, flat-footed 16 (+2 Dex, +2 dodge, +6 natural)
hp 64 (8d10+20)
Fort +2, Ref +6, Will +2
5/adamantine;
Weaknesses to electricity
OFFENSE
Speed 30 ft.
Melee +1 halberd +18/+13 (1d10+14/×3)
Special Attacks latch
STATISTICS
Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
Base Atk +8; +17 (+19 disarm); CMD 31 (33 vs. disarm)
Feats Improved Initiative, Lightning Reflexes
SQ efficient winding, proficient, standby
ECOLOGY
Environment any
Organization solitary, pair, trio, troop (3–8), or company (9–12 plus 1–4 clockwork servants)
Treasure standard (+1 halberd, other treasure)
SPECIAL ABILITIES
Efficient Winding (Ex) A clockwork soldier can function for 2 days per Hit Die every time it is wound.
Latch (Ex) Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.
Proficient (Ex) A clockwork soldier is proficient with all simple and martial weapons.
Standby (Ex) A clockwork soldier can place itself on standby as a standard action. While on standby, a clockwork soldier cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the soldier’s wind-down duration. A clockwork soldier can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
Clockwork Steed
Gleaming gears whir and buzz in an orchestra of motion whenever this red-eyed steed moves.
These tireless constructs were designed by engineers as a replacement for normal horses. They can gallop ceaselessly for hours or even days if required. In addition to their endurance, clockwork steeds pack a powerful physical punch—blows from their hooves can send smaller creatures flying. Though many riders enjoy the unquestioning way that clockwork steeds accept commands from their riders, others find these steeds’ lack of personality frustrating. Unlike normal horses, a clockwork steed lacks the ability to create a bond with its rider.
N Large (clockwork)
Init +5; Senses 60 ft., ; Perception +0
DEFENSE
AC 20, touch 12, flat-footed 17 (+1 Dex, +2 dodge, +8 natural, –1 size)
hp 74 (8d10+30)
Fort +2, Ref +5, Will +2
Weaknesses to electricity
OFFENSE
Speed 50 ft.
Melee bite +14 (1d8+7), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful kick, (1d6+7, DC 21)
STATISTICS
Str 24, Dex 13, Con —, Int —, Wis 10, Cha 1
Base Atk +8; +16; CMD 29 (33 vs. trip)
Feats Improved Initiative, Lightning Reflexes
SQ winding
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Powerful Kick (Ex) As a standard action, the clockwork steed can make two hoof attacks with its rear hooves; if both hit, it can perform an awesome blow combat maneuver as the Awesome Blow feat. A clockwork steed gains a +4 racial bonus on this combat maneuver check.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Guardian
This human-shaped construct has a helm-like head with a single crystalline eye. One arm ends in a large shield-like sheet of metal.
Clockwork guardians are dedicated to the art of defense. They work best when they operate in small groups, under orders to defend specific locations from intruders. Their standard operating procedure is to force foes out of their respective holdings by use of overwhelming force. A clockwork guardian is 7 feet tall and weighs 750 pounds.
N Medium (clockwork)
Init +6; Senses 60 ft., ; Perception +0
DEFENSE
AC 22, touch 14, flat-footed 18 (+2 Dex, +2 dodge, +6 natural, +2 shield)
hp 85 (10d10+30)
Fort +3, Ref +7, Will +3
Defensive Abilities barrier; 5/adamantine;
Weaknesses to electricity
OFFENSE
Speed 20 ft.
Melee shield bash +19/+14 (1d6+9), slam +14 (1d4+4) or 2 slams +19 (1d4+9)
STATISTICS
Str 28, Dex 14, Con —, Int —, Wis 11, Cha 1
Base Atk +10; +19; CMD 33
Feats Improved Initiative, Improved Shield Bash, Lightning Reflexes, Toughness
SQ shield expert, winding
ECOLOGY
Environment any
Organization solitary, pair, or blockade (3–8)
Treasure none
SPECIAL ABILITIES
Barrier (Su) Once per day as a swift action, a clockwork guardian can unfold its shield to form a metal barrier up to 5 feet wide and 10 feet tall. This duplicates the effects of a wall of iron spell, save for the smaller size of the created wall. After using this ability, the clockwork guardian loses its shield bonus and shield bash attack, but it gains two slam attacks as primary attacks. The clockwork guardian’s shield rebuilds itself automatically 24 hours after it uses this ability. Multiple clockwork guardians can work together to create a larger barrier, each new metal barrier merging seamlessly with an existing one. Once created, a clockwork guardian’s barrier lasts for 24 hours before crumbling.
Shield Expert (Su) A clockwork guardian carries a heavy shield that cannot be disarmed or sundered. Its programming grants it proficiency in the shield’s use and Improved Shield Bash as a bonus feat. The clockwork guardian’s shield bash deals damage as if it were one size category larger than normal (1d6 points for a Medium clockwork guardian).
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Mage
This faceless construct has a crystal wand set into its chest, bristling with arcane energy.
These constructs are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a wand into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unf linching and unquestioning casters to those who wants the benefit of spells without ego or free thought. A humanoid figure of mithral and steel, a clockwork mage has large crystal ball filled with shifting vapors for a head. It stands 7 feet tall.
N Medium (clockwork)
Init +9; Senses 60 ft., ; Perception +2
DEFENSE
AC 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
hp 102 (15d10+20)
Fort +5, Ref +12, Will +7
5/adamantine; ; 20
Weaknesses to electricity
OFFENSE
Speed 30 ft.
Melee 4 slams +18 (1d4+3)
Special Attacks wand magic
STATISTICS
Str 16, Dex 21, Con —, Int —, Wis 14, Cha 1
Base Atk +15; +18; CMD 35
Feats Improved Initiative, Lightning Reflexes
SQ winding
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
Abjuration:
1st—hold portal, shield
2nd—protection from arrows, resist energy
3rd—dispel magic
Conjuration:
1st—grease (DC 11), summon monster I
2nd—glitterdust (DC 13), web (DC 13)
3rd—stinking cloud (DC 14)
Enchantment:
1st—bungle (DC 11), sleep (DC 11)
2nd—daze monster (DC 13), touch of idiocy
3rd—deep slumber (DC 14)
Evocation:
1st—magic missile, shocking grasp (DC 11)
2nd—gust of wind (DC 13), scorching ray
3rd—fireball (DC 14)
Illusion:
1st—color spray (DC 11), vanish
2nd—blur, hypnotic pattern (DC 13)
3rd—displacement
Necromancy:
1st—cause fear (DC 11), ray of enfeeblement (DC 11)
2nd—blindness/deafness (DC 13), scare (DC 13)
3rd—ray of exhaustion (DC 14)
Transmutation:
1st—expeditious retreat, reduce person (DC 11)
2nd—alter self, spider climb
3rd—haste
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Leviathan
Long and metallic, this serpentine construction resembles a mechanical eel with several paddle-like limbs.
Clockwork leviathans are equally capable of functioning on land and in water. Sailors who are haunted by the memories of these treacherous machines need not exaggerate their yarns, for the reality of an aquatic construct such as this holds enough terror in its story for even the hardiest of seafarers. A clockwork leviathan’s numerous metal plates and links are made of such resilient material that they never rust, even after long exposure to the briny sea waters that leviathans often patrol. Clockwork leviathans are 25 feet long and weigh just over 3 tons.
N Huge (clockwork)
Init +8; Senses 60 ft., ; Perception +0
DEFENSE
AC 28, touch 14, flat-footed 22 (+4 Dex, +2 dodge, +14 natural, –2 size)
hp 128 (16d10+40)
Fort +5, Ref +11, Will +5
10/adamantine; fire,
Weaknesses to electricity
OFFENSE
Speed 30 ft., 60 ft.
Melee bite +25 (2d6+11 plus grab), 2 slam +25 (1d8+11 plus )
Space 15 ft.; Reach 15 ft.
Special Attacks (60-ft. line, 12d8 fire damage, Reflex DC 18 half, usable every 1d4 rounds, 3/day), grind, (2d8+16 slashing damage plus 2d6 fire damage, AC 17, 12 hp)
STATISTICS
Str 33, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +16; +29 (+33 grapple); CMD 45 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes
Skills Stealth +8 (+12 in water), Swim +19
Racial Modifiers +12 Stealth (+16 in water)
SQ winding
ECOLOGY
Environment any
Organization solitary or pod (2–4)
Treasure none
SPECIAL ABILITIES
Breath Weapon (Su) A clockwork leviathan’s breath weapon is a powerful jet of scorching steam—it functions equally well above and under water.
Grind (Ex) A clockwork leviathan deals an additional 1d8+16 points of slashing damage when it makes a successful grapple check because of the myriad twisting gears and churning pistons that make up its jagged underbelly.
Swallow Whole (Ex) A clockwork leviathan’s interior is filled with injurious grinding gears and superheated water—in addition to taking damage, a swallowed creature must or risk drowning as long as it remains inside a clockwork leviathan’s stomach.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Assassin
This sleek, one-eyed construct crouches, ready for battle. Its arms end in weapons—a rapier and a compact crossbow bolt launcher.
Clockwork assassins are efficient killers, ready to leap into murderous action as soon as intruders are detected. A clockwork assassin stands 6 feet tall and weighs 400 pounds.
N Medium (clockwork)
Init +12; Senses 120 ft., , ; Perception +0 (+20 in sentinel mode)
DEFENSE
AC 27, touch 20, flat-footed 17 (+8 Dex, +2 dodge, +7 natural)
hp 119 (18d10+20); 10
Fort +6, Ref +16, Will +6
Defensive Abilities evasion, rapid repair; 10/adamantine;
Weaknesses to electricity
OFFENSE
Speed 40 ft., 30 ft.
Melee +1 rapier +25/+20/+15/+10 (1d6+7/15–20)
Ranged 4 projectiles +26 (1d4+6/19–20 or smoke)
Special Attacks projectile launcher, sneak attack +2d6
STATISTICS
Str 22, Dex 26, Con —, Int —, Wis 11, Cha 1
Base Atk +18; +24; CMD 44
Feats Improved Critical (rapier), Improved Initiative, Lightning Reflexes
Skills Climb +14, Perception +0 (+20 in sentinel mode)
Racial Modifiers +20 Perception in sentinel mode
SQ integrated rapier, standby, winding
ECOLOGY
Environment any
Organization solitary, pair, or contract (3–8)
Treasure none
SPECIAL ABILITIES
Integrated Rapier (Ex) One of a clockwork assassin’s arms ends in an integrated +1 rapier. This weapon cannot be disarmed, sundered, or removed, and becomes nonmagical if the clockwork is destroyed. A clockwork assassin’s programming allows it to wield its +1 rapier as if it were proficient in its use.
Projectile Launcher (Ex) A clockwork can fire up to four projectiles from its hand mechanism. For each projectile, it chooses between a dagger-like metal blade or a smoke bomb, in any combination it wishes. Each attack resolves separately. Blades resolve as thrown daggers. Smoke bombs function as smokesticks centered on the area targeted. When created, a clockwork assassin’s projectile launcher contains 40 blades and 10 smoke bombs.
Rapid Repair (Su) A clockwork assassin repairs damage dealt to itself swiftly, gaining fast healing 10. Once per day, as a full-round action that provokes attacks of opportunity, a clockwork assassin can bolster its rapid repair to heal 40 hp and refill its projectile launcher with eight blades and two smoke bombs.
Standby (Ex) A clockwork assassin can place itself on standby as a standard action. While on standby, it cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against its wind-down duration. A clockwork assassin can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Angel
Brass, bronze, and silver components adorn this angelic figure. Moving gears are visible within the gaps of its metallic body.
Clockwork angels are usually built in accord with divine agencies to serve as defenders of holy sites, but are themselves not intrinsically agents of goodness. Indeed, certain evil sects enjoy the irony of constructing beatific “faux-angels” to guard their profane temples. In such cases, a clockwork angel’s appearance is often augmented with grisly additions meant to blaspheme against enemy faiths, yet such changes are largely cosmetic and have no effect on the creature’s statistics. Clockwork angels are constructed around a spark of life harnessed from the Positive Energy Plane, which imbues them with a sort of artificial life and further bolsters their potency. A clockwork angel stands 7 feet tall and weighs 450 pounds.
N Medium (clockwork)
Init +13; Senses 60 ft., ; Perception +6
DEFENSE
AC 29, touch 21, flat-footed 18 (+9 Dex, +2 dodge, +8 natural)
hp 210 (20d10+100)
Fort +6, Ref +17, Will +6
Defensive Abilities infused heart; 10/adamantine;
Weaknesses to electricity
OFFENSE
Speed 30 ft., 60 ft. (good)
Melee +1 flaming keen greatsword +28/+23/+18/+13 (2d6+11/19–20 plus 1d6 fire)
Special Attacks enhance weapon
STATISTICS
Str 24, Dex 28, Con —, Int —, Wis 11, Cha 18
Base Atk +20; +27; CMD 48
Feats Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (greatsword)
Skills Acrobatics +15, Fly +19, Perception +6
Racial Modifiers +6 Acrobatics, +6 Fly, +6 Perception
SQ programmed sentinel, winding
ECOLOGY
Environment any
Organization solitary, pair, or reliquary (3–6)
Treasure incidental (mwk greatsword)
SPECIAL ABILITIES
Enhance Weapon (Su) When initially created, a clockwork angel is granted the ability to infuse a single wielded masterwork melee weapon with magical power. The creator determines what sort of effects each clockwork angel can grant to its weapon, as long as the enhancements are equivalent to a +3 enhancement bonus. Most clockwork angels are granted the ability to transform a wielded weapon into a +1 flaming keen weapon. A clockwork angel can infuse a melee weapon it wields in this manner at will as a free action; it can have only one such weapon at a time, and the weapon loses its magical infusion and reverts to a masterwork weapon as soon as the clockwork angel drops it or is destroyed.
Infused Heart (Su) A clockwork angel’s mechanical heart is infused with a tiny mote of power siphoned from the Positive Energy Plane. This heart provides the clockwork angel a tiny spark of life, allowing it to apply its Charisma modifier as a bonus to its hit points per Hit Die (+80 hp total for the typical clockwork angel). A clockwork angel is healed by positive energy and harmed by negative energy as if it were a living creature.
Programmed Sentinel (Ex) Although unintelligent, a clockwork angel is programmed upon creation with a wide range of weaponry skills. The clockwork angel gains proficiency with all martial weapons as a result.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Dragon
Though made of thousands of metal parts, this masterpiece of gleaming metal glides through the air with impossible grace.
While the clockwork goliaths possess more brute power, clockwork dragons’ powerful breath weapons and mastery of flight make them more versatile and graceful killers. Designed for long flights and missions, the intricate winding mechanism of the clockwork dragon is more efficient than that of other clockwork constructs, partially because it reuses some of the energy generated by its intricate wings and the complex machinery of its breath weapon device. One of the most complicated and subtly crafted clockworks, its many moving parts are fortified by adamantine supports and fixtures, making this killing machine a brilliant mix of intricacy and unyielding terror. The basic chassis and internal workings of the clockwork dragons are highly adaptable, and many variants of the clockwork dragon exist. Clockwork dragons are typically 20 feet long from snout to the tip of its tail, and weigh nearly 75 tons.
N Huge (clockwork)
Init +8; Senses 60 ft., , see invisibility; Perception +8
DEFENSE
AC 34, touch 14, flat-footed 28 (+4 Dex, +2 dodge, +20 natural, –2 size)
hp 177 (25d10+40)
Fort +8, Ref +14, Will +8
15/adamantine; ; fire 20; 27
Weaknesses to electricity
OFFENSE
Speed 60 ft., 100 ft. (average), 60 ft.
Melee bite +35 (4d6+12), 2 claws +35 (2d8+12), tail slap +30 (2d6+6), 2 wings +30 (2d6+6)
Space 15 ft.; Reach 15 ft. (15 ft. with bite)
Special Attacks adamantine weapons, (100-ft. line, 14d6 fire damage, Reflex DC 22 half, usable every 1d4 rounds), self-destruction
STATISTICS
Str 34, Dex 19, Con —, Int —, Wis 11, Cha 1
Base Atk +25; +39; CMD 55 (59 vs. trip)
Feats Improved Initiative, Lightning Reflexes
Skills Fly +8, Perception +8, Swim +20
Racial Modifiers +8 Fly, +8 Perception
SQ efficient winding, swift reactions
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Adamantine Weapons (Ex) The teeth and claws of a clockwork dragon are made of adamantine and have the qualities of a weapon made from that material.
Efficient Winding (Ex) Built for long and dangerous missions, a clockwork dragon can function for 3 days per Hit Die each time it’s wound.
Self-Destruction (Ex) When a clockwork dragon’s hit points are reduced to 10% of its total (17 in the case of most clockwork dragons) or less but are still above 0, the creature self-destructs on its next turn, bursting into an explosion of metal scraps and steam that deals 10d6 points of slashing damage plus 10d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 22 Reflex save halves the damage. The save is Charisma-based.
Clockwork Fiend
Resembling a metallic horned devil, this apparatus whirs with the sound of internal mechanisms.
Clockwork fiends often guard religious sites, but their tactics focus on an overwhelmingly strong offensive.
N Medium (clockwork)
Init +12; Senses 60 ft., , ; Perception +0
DEFENSE
AC 32, touch 20, flat-footed 22 (+8 Dex, +2 dodge, +12 natural)
hp 146 (23d10+20)
Fort +7, Ref +17, Will +7
15/adamantine; , fire
Weaknesses to electricity
OFFENSE
Speed 30 ft.
Melee bite +34 (2d8+11/18–20/×3), 2 claws +34 (2d6+11 plus bleed), 2 wings +29 (1d8+5)
Space 5 ft.; Reach 5 ft. (10 ft. with wings)
Special Attacks (2d8), explosive , overdrive
STATISTICS
Str 32, Dex 26, Con —, Int —, Wis 11, Cha 1
Base Atk +23; +34; CMD 54
Feats Improved Initiative, Lightning Reflexes
SQ winding
ECOLOGY
Environment any
Organization solitary, pair, or blasphemy (2 clockwork fiends plus 4–8 clockwork angels)
Treasure none
SPECIAL ABILITIES
Explosive Rend (Su) When a clockwork fiend makes two successful claw attacks against the same target in 1 round, its claws ignite into an explosive blast of fire. The target of the attack and all creatures within a 5-foot radius of the clockwork fiend take 10d6 points of fire damage. A successful DC 21 Reflex save halves this damage. The save DC is Constitution-based.
Overdrive (Su) Once per day when a clockwork fiend is reduced below 100 hit points, its internal systems significantly augment the construct. Entering overdrive drastically reduces the clockwork fiend’s remaining winding time, and as a result, the clockwork fiend can operate for only 2d4+10 rounds before it ceases to function and requires further winding. Once overdrive is triggered, the clockwork fiend immediately gains the following effects for as long as it remains functional.
• Gains 100 temporary hit points. These hit points last until the clockwork fiend ceases functioning or is rewound.
• Gains an aura of fire. All creatures within 10 feet take 2d6 points of fire damage at the beginning of the clockwork fiend’s turn.
• Makes all attacks as if using Power Attack (–6 on attack rolls, +12 points of damage on all natural attacks).
Savage Bite (Ex) A clockwork fiend’s bite threatens a critical hit on a roll of 18–20 and deals triple damage on a successful critical hit.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Clockwork Goliath
The gears of this enormous, four-armed mechanical giant shriek and grind in a deafening cacophony as it lumbers forth.
The thunderous clockwork goliath is easily recognized as the epitome of technology created to destroy. The exact nature of a clockwork goliath’s “hands” varies—they all resolve as slam attacks in melee combat, though. The clockwork goliath towers over most creatures and buildings; standing at a height of 45 feet, it weighs over 100 tons.
N Gargantuan (clockwork)
Init +9; Senses 60 ft., ; Perception +0
DEFENSE
AC 35, touch 13, flat-footed 28 (+5 Dex, +2 dodge, +22 natural, –4 size)
hp 214 (28d10+60)
Fort +9, Ref +16, Will +9
15/adamantine;
Weaknesses to electricity
OFFENSE
Speed 40 ft.
Melee 4 slams +41 (3d6+17)
Ranged cannon +29/+24/+19/+14 (6d6/×4)
Space 20 ft.; Reach 20 ft.
Special Attacks self-destruction, (3d6+25, DC 41)
STATISTICS
Str 45, Dex 20, Con —, Int —, Wis 11, Cha 1
Base Atk +28; +49; CMD 66
Feats Improved Initiative, Lightning Reflexes
SQ winding
ECOLOGY
Environment any
Organization solitary, pair, or siege (3–6)
Treasure none
SPECIAL ABILITIES
Cannon (Ex) One of a goliath’s arms ends in a cannon. The goliath may use this as one of its four slam attacks, or it can use it to fire cannonballs. A cannon has a range increment of 100 feet, and deals 6d6 points of bludgeoning and piercing damage on a hit with a ×4 critical modifier. A clockwork goliath’s cannon can hold up to 12 cannonballs—reloading a single cannonball is a standard action.
Self-Destruction (Su) When a goliath’s hit points are reduced to 10% its total (21 hp for most clockwork goliaths) or less but still above 0, it self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Constitution-based.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.