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Clockwork CorpseCreature 5


RareMediumClockworkConstructMindlessUndeadUnholy
Source Pathfinder #215: To Blot Out the Sun
Perception +9 (darkvision)
Languages none
Skills Acrobatics +9, Athletics +12, Stealth +11
Str +5, Dex +2, Con +4, Int -5, Wis -1, Cha -1

AC 20; Fort +15; Reflex +11; Will +8;
HP 75
Speed 20 feet
Immunities bleed
Weaknesses Electricity 5, Orichalcum 5, Vitality 5
Resistances Physical 5

Arm Blade One Action +15 (+10, +5) to hit (versatile s) 2d10+7 Piercing
Fist One Action +15 (+11, +7) to hit (agile, unarmed) 2d6+7 Bludgeoning
Festering Fluid One Action +12 (+7, +2) to hit 3d6 Poison

Wind-Up

24 hours, [/act disable-device dc=20], standby

Unlike most clockworks, when a clockwork corpse has 0 operational time remaining, rather than shut down, it instead becomes Slowed 1 and can't use reactions. These conditions are removed when its wound.


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.

Pressurized Blast Two Actions

With a whir of clockwork mechanisms, spinning gears, and grinding bones, the clockwork corpse opens its torso and disgorges a pressurized spray of festering internal fluids and caustic oil in a 30-foot line. Creatures in the area are dealt 3d6[bludgeoning],3d6 poison3d6 bludgeoning damage and 3d6 poison damage (DC 22 reflex save). On a critical failure, a creature is additionally knocked Prone by the force. The clockwork corpse can't use Pressurized Blast again for 1d4 rounds.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Clockwork

Clockworks are intricate, complex constructs that can be programmed to perform specific functions.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.