Clockwork Fabricator

Level 4
Creature· clockworkUncommonMediumLegacy
AC
19
HP
50
Speed
25 ft.
Perception
+8
Fort
+10
Ref
+11
Will
+9
Resistances physical 4
Weaknesses electricity 4, orichalcum 4
Senses darkvision
Skills athletics +12, crafting +9
Recall Knowledge DC 21 (arcana)

Attacks

Melee Buzz-Saw Blade +16 (forceful, sweep), Damage 1d4+6 slashing plus 1d6 bleed
Melee Crushing Vise +14 (grapple), Damage 2d6+6 bludgeoning
Melee Sledgehammer +12, Damage 2d10+6 bludgeoning
Melee Pneumatic Chisel +14, Damage 2d8+6 piercing
Melee Arm +14 (agile, unarmed), Damage 2d4+6 bludgeoning
Melee Towing Anchor +11 (thrown 30 ft.), Damage 1d4+6 piercing
Melee Nail Gun +11 (agile), Damage 2d8 piercing

Abilities

Wind-Upinteraction

24 hours, DC 19 thievery check, 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 tim

Constrict

Requirements The clockwork fabricator has a creature Grabbed or Restrained


Effect (2d4+4)[bludgeoning], DC 21 fortitude


Modular Arms

A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable "arms." An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful check to Disable a Device. A creature can Interact to install a new arm with a successful DC 18 engineering-lore Lore check. A fabricator has two of any of the following types of arms.

  • Melee 1 buzz-saw blade +16 (forceful, swee
Pull

Requirements The clockwork fabricator's last action was a successful towing anchor Strike


Effect The clockwork fabricator reels in the anchor and attempts an athletics check against the target's Fortitude DC. On a success, the clockwork fabricator pulls the target into a free square adjacent to it. This movement is forced movement.

Grab

Clockwork creatures are as common in Alkenstar as carts and horses are in most Inner Sea region cities. In the City of Smog, clockworks perform many of the simple, repetitive tasks that sentient workers find boring, as well as dangerous jobs such as private security or riot control.

A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction companion. These clockworks can be programmed to perform up to two simple, repetitive tasks such as hauling equipment, chopping down trees, or grinding up hunks of ore. The modular nature of these units makes them even more valuable-after finishing a day's work sawing planks, the same machine can be unwound, updated with a new modular arm or two, and then re-wound and given new instructions.

While it's possible to remove or replace an arm while a fabricator in use, doing so is dangerous and likely to void the manufacturer's warranty, to say nothing of the danger posed to the engineer doing the retrofitting.