Clockwork Handler

Clockwork Handler

Creature 1

Perception +8; darkvision

Skills Athletics +7 (+9 to Disarm, Grapple, or avoid being Disarmed)

Str +4, Dex +2, Con +3, Int –5, Wis +3, Cha –5

Spotlight The clockwork handler can use the

built into its helmet to illuminate areas it’s examining. Whenever it Seeks in a 30-foot cone and rolls a successful Perception check, the clockwork handler gets a critical success instead.

Items everburning torch,

(4), (100 feet)

Wind-Up 24 hours, DC 15, standby

AC 16; Fort +10, Ref +7, Will +6

HP 16; Immunities death effects, diseased, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 2, orichalcum 2; Resistances physical 2 (except adamantine or orichalcum)

Attack of Opportunity

Speed 25 feet

Melee fist +7 (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoning plus Grab

Ranged javelin +5 (thrown 30 feet), Damage 1d6+4 piercing

Hog-tie Requirements The clockwork handler has a creature restrained; Effect The clockwork handler cuts a length of rope from the supply in its chassis to tie up the restrained creature. The creature is restrained until it Escapes or Forces Open the rope with a successful DC 15 check (typically an attack roll or Thievery check to Escape, or an Athletics check to Force Open the ropes; restrained creatures don’t take a –2 penalty on this check for not using a crowbar). The rope has Hardness 2 and 8 Hit Points (BT 4).

Siren The clockwork handler emits a loud noise (such as a bell or high-pitched mechanical scream) that can be easily heard by anyone within 500 feet. Creatures within 100 feet take a –2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a DC 14 Fortitude save can’t hear anything but the siren, critically fail Perception checks that require hearing, and are immune to auditory effects. This effect lasts until the creature leaves the area and for 1 round afterward.