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Pathfinder

Compendium

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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.

Attributes

Clockwork Soldier

CR 6

  • XP

    2400
  • N Medium construct (clockwork)
  • Init

    +6;

    Senses

    darkvision 60 ft., low-light vision;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
  • DR

    5/adamantine;

    Immunities

    construct traits;
  • Weaknesses

    vulnerable to electricity
  • OFFENSE

  • Speed

    30 ft.
  • Attacks

    +1 halberd +18/+13 (1d10+14 / );
  • 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;

    CMB

    17;

    CMD

    31
  • Feats

    Improved Initiative, Lightning Reflexes,
  • Skills

    Perception +0
  • Languages

  • SQ

    efficient winding, proficient, standby, swift reactions
  • 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.

    Darkvision (Ex or Su)

    A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range, the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

    Low-Light Vision (Ex)

    A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

    Construct Traits (Traits)

    Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Constructs are not subject to ability damage, ability drain, energy drain, exhaustion, fatigue, or nonlethal damage. Constructs are not at risk of death from taking massive damage.

    Swift Reactions

    Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.