Clockwork Soldier

Clockwork Soldier

Creature 6

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.