Clockwork Sentry

Level 8
Creature· clockworkUncommonLargeRemaster
AC
26
HP
115
Speed
25 ft.
Perception
+16
Fort
+16
Ref
+13
Will
+16
Resistances physical 10
Weaknesses electricity 10, orichalcum 10
Senses darkvision, see-invisibility
Skills athletics +18
Recall Knowledge DC 26 (arcana)

Attacks

Melee Pneumatic Swing +20 (magical, reach 10 ft.), Damage 2d10+10 bludgeoning
Melee Fist +20 (agile, nonlethal, reach 10 ft., unarmed), Damage 2d6+10 bludgeoning
Melee Pulse Blast +17, Damage 3d6 force

Abilities

Wind-Upinteraction

24 hours, , 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 ha

Constant Spellsinteraction
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.

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
Knockdown
Push

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.