Clockwork Soldier
System: Pathfinder | SRD
Clockwork Soldier
CR 6
N
Construct (clockwork)
Medium
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
Immune construct traits
Weaknesses vulnerable to electricity
Offense
Speed 30 ft.
Melee +1 halberd +18/+13 (1d10+14/×3)
Special Attacks latch
CMB +17 (+19 disarm)
CMD 31 (33 vs. disarm)
Statistics
Str 28,
Dex 15,
Con -,
Int -,
Wis 11,
Cha 1
Base Atk +8
Feats Improved InitiativeB, Lightning ReflexesB
SQ efficient winding, proficient, standby, swift reactions
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.