Imperfect Automaton
Clockwork Arbalester
Medium construct, unaligned
- Armor Class
- 14 (natural armor)
- Hit Points
- 39(6d8 + 12)
- Speed
- 0 ft., fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 15 (+2) | 8 (-1) | 10 (+0) | 3 (-4) |
- Damage Immunities
- poison, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren’t admanatine
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- understands the languages of its creator, but can’t speak
- Challenge
- 2 (450 XP)
Immutable Form. The clockwork arbalester is immune to any spell or affect that would alter its form.
Magic Resistance. The clockwork arbalester has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork arbalester’s weapon attacks are magical.
Low Hover. The clockwork arbalester can float no higher than 2 feet off the ground, it ignores the effects of difficult terrain.
Endless Magazine. The clockwork arbalester ammunition is magically conjured, disappearing after it makes an attack. The arbalester can choose to add 1d6 damage to its ranged weapon attacks (included in the attack), choosing from the following damage types: acid, cold, fire, lightning, thunder
Actions
Punch. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6+1) bludgeoning damage
High Tension Arbalest. Ranged Weapon Attack: +5 to hit, range 200/800 ft., one target. Hit 9 (1d12 + 3) piercing damage plus 3 (1d6) elemental damage
Variant Arbalester Equipment
Sometimes, Arbalesters are deployed for tasks that require less than lethal means. Wether that be quelling a riot, retrieving a recalcitrant suspect, or a foolhardy heir whose parent wants them brought to heel. In these cases, the arbalester is differently equipped. Replace the Endless Magazine feature with the Nonlethal Armament trait described below, and replace the High Tension Arbalest attack option with one of the attack options below that.
Nonlethal Armament. A creature reduced to 0 HP by a spell attack from the clockwork arbalester does not die. It is instead stable, as if it succeeded on 3 death saving throws.
Pseudo-Chemical Bolt. Ranged Spell Attack: +5 to hit, range 200 ft., one target. Hit 12 (5d4) poison damage and the target must succeed on a DC 13 CON saving throw or be poisoned until the end of the arbalester’s next turn.
Thunderous Bolt. Ranged Spell Attack: +5 to hit, range 200 ft., one target. Hit 10 (3d6) thunder damage and the target must succeed on a DC 13 STR saving throw or be knocked prone.
Binding Bolt. Ranged Spell Attack: +5 to hit, range 200 ft., one target. Hit 9 (2d8) force damage and the target must succeed on a DC 13 DEX saving throw or be restrained until the end of the arbalester’s next turn as ethereal chains erupt from the impact and wrap around them.
Guns & Gears
Pathfinder 2e - Paizo
Clockwork Cannoneer
Large construct, unaligned
- Armor Class
- 14 (natural armor)
- Hit Points
- 51(6d10 + 18)
- Speed
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 8 (-1) | 10 (+0) | 3 (-4) |
- Damage Immunities
- poison, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren’t admanatine
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- understands the languages of its creator, but can’t speak
- Challenge
- 5 (1,800 XP)
Immutable Form. The clockwork cannoneer is immune to any spell or affect that would alter its form.
Magic Resistance. The clockwork cannoneer has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork cannoneer’s weapon attacks are magical.
Endless Ammunition. The clockwork cannoneer’s ammunition is conjured, and disappears after it makes an attack.
Actions
Multiattack. The clockwork cannoneer makes two weapon attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 12 (2d8 + 3)
Cannonball. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit 20 (4d8 + 2)
Pathfinder Unity
Pathfinder 2e - Paizo
Clockwork Longshot
Medium construct, unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 90(12d8 + 36)
- Speed
- 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 25 (+7) | 16 (+3) | 12 (+1) | 10 (+0) | 3 (-4) |
- Damage Immunities
- poison, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren’t admanatine
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses
- passive Perception 10
- Languages
- understands the languages of its creator, but can’t speak
- Challenge
- 10 (5,900 XP)
Immutable Form. The clockwork longshot is immune to any spell or affect that would alter its form.
Magic Resistance. The clockwork longshot has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork longshot’s weapon attacks are magical.
Endless Ammunition. The clockwork longshot’s ammunition is conjured, and disappears after it makes an attack.
Ponderous Ballistic Calculation. The clockwork longshot cannot use its Extreme Range Rifle Shot action against a creature within 300 feet of itself. It also gains a +2 bonus to all ranged weapon attack rolls (included in the attacks).
Actions
Extreme Range Rifle Shot (Recharge 5-6). Ranged Weapon Attack: +13 to hit, range 900/3,600 ft., one target. Hit 84 (14d10 + 7) piercing damage.
Long Rifle Shot. Ranged Weapon Attack: +13 to hit, range 300/1,200 ft., one target. Hit 40 (6d10 + 7)
Impact Saw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 4 (1d6 + 1)
Bonus Actions
Point of Interest. The clockwork longshot focuses its attention at a point within 2 miles that its rifle is pointed at. Until the end of its next turn, the longshot functions as if it had darkvision within a 30 ft. radius of that point.
Variant Longshot Equipment
Though rare, a Longshot is not always deployed with lethal intent. Much like the Arbalester, it has options, though due to its own rarity, less development was done for this, and so it has only one other ammunition type available to it.
If using this variant of the longshot, replace the piercing damage of its ranged weapon attacks with poison damage and include the following trait:
Capture Darts. If a creature is reduced to 0 HP by poison damage dealt by the clockwork longshot’s ranged weapon attack, it does not die. Instead, it is stable as if it succeeded 3 death saving throws.
Sabre
Clockwork Champion
Medium beast, unaligned
- Armor Class
- 19 (natural armor)
- Hit Points
- 102(12d8 + 48)
- Speed
- 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 24 (+7) | 18 (+4) | 15 (+2) | 18 (+4) | 10 (+0) |
- Damage Immunities
- poison, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren’t admanatine
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- understands the languages of its creator, but can’t speak
- Challenge
- 10 (5,900 XP)
Immutable Form. The clockwork champion is immune to any spell or affect that would alter its form.
Magic Resistance. The clockwork champion has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork champion’s weapon attacks are magical.
Martial Prowess. The clockwork champion gains +2 to attack rolls with melee weapons (included in the attack).
Actions
Multiattack. The Champion makes 3 attacks with its dual blades.
Dual Blades. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 10 (1d6 + 7)
Bonus Actions
Elemental Weapon Charge. The clockwork champion adds 1d6 damage to its melee weapon attacks, choosing from the following options: cold, fire, lightning, and poison. This lasts for 1 minute, or until it chooses a different damage type.
Automaton
Clockwork Commander
Medium construct, unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 105(14d8 + 42)
- Speed
- 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 17 (+3) | 20 (+5) | 16 (+3) | 10 (+0) |
- Damage Immunities
- poison, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren’t admanatine
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses
- truesight 60 ft., darkvision 120 ft., passive Perception 13
- Languages
- the languages of its creator, construct telepathy (300 ft.)
- Challenge
- 10 (5,900 XP)
Immutable Form. The clockwork commander is immune to any spell or affect that would alter its form.
Magic Resistance. The clockwork commander has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork commander’s weapon attacks are magical.
Sacrificial Survival. If an attack on the clockwork commander would reduce it to 0 hit points, the clockwork commander can choose a willing construct within 30 ft to take the damage instead.
Battlefield Awareness. The clockwork commander can send and recieve telepathic messages from all allied constructs within 300 ft. In addition, it can mentally communicate with any other willing clockwork commander it is aware within 100 miles.
Actions
Multiattack. The clockwork commander makes three weapon attacks or four arcane blast attacks.
Raking Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 15 (3d6 + 5)
Arcane Blast. Ranged Spell Attack: +9 to hit, range 150ft., one target. Hit 11 (1d12 + 5)