Clockwork Golem
This relentless Clockwork Golem will mechanically wind you up and mercilessly grind you down!
Appearance These hulking mechanical constructs stand at over 8 feet tall, their bodies an intricate assembly of bronze metal plates, gears, pipes, and wires. Their head resembles an old fashioned alarm clock, with a pair of glowing red eyes and a mouth of jagged metal teeth. Their powerful limbs end in vicious claws and hammer-like fists.
Behavior
Clockwork Golems are exceptionally persistent and unrelenting in pursuing their master’s directives. They feel no fear or mercy and will continue advancing through even the most intense obstacles or damage. Their mechanical bodies operate with loud whirring gears and clock-like ticking.
Habitat Clockwork Golems are crafted by artificers to serve as bodyguards and relentless hunters. They dwell wherever their master commands, often hidden away in workshops or guarding treasure vaults until activated to carry out pre-programmed missions.
Modus Operandi Once a Clockwork Golem receives orders from its master, it initiates a systematic and methodical approach to achieving its objective, whether it be hunting down a specific target, retrieving a stolen item, or patrolling against intruders. Its clockwork mind has little capacity for strategy, but it can adapt to threats with its sheer resilience.
Motivation A Clockwork Golem’s motivation is the singular order embedded in its mechanical mind by its creator. It feels no emotion, pain, or reluctance and needs no other motivation beyond obeying its programming with perfect loyalty and dedication until it is destroyed or its task fulfilled.
Clockwork Golem 5e
Clockwork Golem Pathfinder
Clockwork Golem
Large construct, unaligned
Armor Class 18 (natural armor) Hit Points 210 (20d10 + 100) Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 11 (+0) | 20 (+5) | 6 (-2) | 10 (+0) | 1 (-5) |
Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 10 (5,900 XP)
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Wind-Up (Recharges after a Short or Long Rest). The golem winds its internal clockwork springs back up. Its speed increases by 10 ft., it gains an additional action on each of its turns, and it can use its Wind-Up Punch twice on each of its turns, instead of only once. This effect lasts for 3 rounds.
Actions
Multiattack. The golem makes two melee attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Wind-Up Punch (Recharge 5–6). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.
Reactions
Unstoppable Advance. If the golem starts its turn within 5 feet of a creature, it can move up to its speed and make a Wind-Up Punch attack against that creature.
A vaguely humanoid shape made of metal lurches to life with the grinding whir and frantic ticking of hundreds of gears.
Forged from thousands of gears, the clockwork golem is a precision creation. In combat, a clockwork golem is ruthlessly efficient, moving with swift conviction to grind and slice its foes to ribbons.
Clockwork Golem CR 12 |
XP 19,200 N Large construct Init +1; Senses Darkvision 60 ft., Low-Light Vision; Perception +0 |
DEFENSE |
AC 26, touch 10, flat-footed 25 (+1 Dexterity, +16 natural, 1 size) hp 118 (16d10+30) Fort +5, Ref +6, Will +5 DR 10/adamantine; Immune construct traits, magic |
OFFENSE |
Speed 30 ft. Melee 2 slams +23 (2d10+8 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks death burst, grind, wall of gears |
STATISTICS |
Strength 27, Dexterity 12, Constitution -, Intelligence , Wisdom 11, Charisma 1 Base Atk +16; CMB +25 (+29 grapple); CMD 36 |
SPECIAL ABILITIES |
Death Burst (Ex) When a clockwork golem is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot burst take 12d6 points of slashing damage a DC 18 Reflex save results in half damage. The save DC is Constitution-based. Grind (Ex) A clockwork golem deals an additional 2d10+12 points of slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe. Immunity to Magic (Ex) A clockwork golem is immune to any spell or spell-like ability that allows Spell Resistance. In addition, certain spells and effects function differently against a clockwork golem, as noted below. A grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste. A rusting grasp spell deals damage to a clockwork golem normally, and makes the golem staggered for 1d6 rounds (no save). Wall of Gears (Su) As a standard action, a clockwork golem can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 15d6 points of slashing damage. If the wall appears in a creature’s space, that creature can attempt a DC 18 Reflex save to leap to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a move action. A clockwork golem’s AC and immunities remain the same while it is in this form. |
ECOLOGY |
Environment any Organization solitary or gang (2-4) Treasure none |
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Construction
A clockwork golem’s body is made up of hundreds of carefully crafted copper, iron, and silver gears, weighing almost 1,500 pounds, and worth a total of 10,000 gp.
Clockwork Golem CL 15th; Price 120,000 gp
Requirements Craft Construct, animate objects, blade barrier, geas/quest, grease, telekinesis, creator must be caster level 15th; Skill Craft (clockwork) or Craft (locks) DC 20; Cost 65,000 gp
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Section 15: Copyright Notice – Bestiary 2
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.