Perception +16; darkvision
Skills Athletics +15 (+17 to Disarm, Grapple, or avoid being Disarmed)
Str +6, Dex +2, Con +4, Int –5, Wis +4, Cha –5
Items +1 halberd
Wind-Up 24 hours, DC 22, standby
AC 24; Fort +16, Ref +14, Will +12
HP 80; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 5, orichalcum 5; Resistances physical 5 (except adamantine or orichalcum)
Attack of Opportunity
Speed 25 feet
Melee halberd +18 (magical, reach 10 feet, versatile S), Damage 1d10+9 piercing
Melee fist +16 (agile, unarmed), Damage 1d8+9 bludgeoning plus Grab
Activate Defenses One of the soldier’s external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier’s choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier’s next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
Clockwork Soldier
These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic.