Clockwork Mage
System: Pathfinder | SRD
Clockwork Mage
CR 9
N
Construct (clockwork)
Medium
Init +9
;
Senses darkvision 60 ft., low-light vision; Perception +2
Defense
AC 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
hp 102 (15d10+20)
Fort +5
Ref +12
Will +7
DR 5/adamantine
Immune construct traits
SR 20
Weaknesses vulnerable to electricity
Offense
Speed 30 ft.
Melee 4 slams +18 (1d4+3)
Special Attacks wand magic
CMB +18
CMD 35
Statistics
Str 16,
Dex 21,
Con -,
Int -,
Wis 14,
Cha 1
Base Atk +15
Feats Improved InitiativeB, Lightning ReflexesB
SQ difficult to create, swift reactions, winding
Special Abilities
Wand Magic (Su) A clockwork mage's wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage's spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day. Abjuration : 1st— hold portal , shield ; 2nd— protection from arrows, resist energy ; 3rd— dispel magic Conjuration : 1st— grease (DC 11), summon monster I ; 2nd— glitterdust (DC 13), web (DC 13); 3rd— stinking cloud (DC 14) Enchantment: 1st— bungle APG (DC 11), sleep (DC 11); 2nd— daze monster (DC 13), touch of idiocy ; 3rd— deep slumber (DC 14) Evocation : 1st— magic missile , shocking grasp (DC 11); 2nd— gust of wind (DC 13), scorching ray ; 3rd— fireball (DC 14) Illusion : 1st— color spray (DC 11), vanish APG; 2nd— blur , hypnotic pattern (DC 13); 3rd— displacement Necromancy : 1st— cause fear (DC 11), ray of enfeeblement (DC 11), 2nd— blindness/deafness (DC 13), scare (DC 13); 3rd— ray of exhaustion (DC 14) Transmutation : 1st— expeditious retreat, reduce person (DC 11); 2nd— alter self , spider climb ; 3rd— haste