Monster, Clockwork, Clockwork Mage
This faceless construct has a crystal wand set into its chest, bristling with arcane energy.
Source Bestiary 4 pg. 32
These constructs are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a wand into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought.
A humanoid figure of mithral and steel, a clockwork mage has large crystal ball filled with shifting vapors for a head. It stands 7 feet tall.
Clockwork Mage CR 9 |
XP 6,400 N Medium construct (clockwork) Init +9; Senses Darkvision 60 ft., Low-Light Vision; Perception +2 |
DEFENSE |
AC 25, touch 17, flat-footed 18 (+5 Dexterity, +2 dodge, +8 natural) hp 102 (15 d10+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 |
STATISTICS |
Strength 16, Dexterity 21, Constitution -, Intelligence -, Wisdom 14, Charisma 1 Base Atk +15; CMB +18; CMD 35 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-bungleAPG (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), vanishAPG; 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 |
ECOLOGY |
Environment any land Organization solitary Treasure none |
Construction
The creator of a clockwork mage must start with crafted clockwork pieces worth 2,000 gp.
Clockwork Mage
CL 12th; Price 84,000 gp
Construction Requirements Craft Construct, geas/quest, and mnemonic enhancer, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 43,000 gp