Clockwork Golem — The Unwinding Oath
The bells of the guild clock strike thirteen. Under the counting-house, something has begun to wind itself. A chain snaps in the darkness. Through the dust walks a guardian of brass and iron, its shoulders ticking with hundreds of tiny ratchets. The vault’s last keeper died before the current guild existed. The command he left behind is still being obeyed.
A clockwork golem is an intricate construct bound to a precise purpose. Thousands of fitted gears transmit the strength of a magical animating force, letting the machine grip, crush and transform itself into a grinding barrier. Unlike a mere clockwork toy, it does not simply run until a spring unwinds. Its maker’s binding holds the moving parts to a task long after ordinary mechanisms would have failed.
The dwarf who designed a refuge gate might have needed a defender that could block a passage without a company of soldiers. A later human guild might have commissioned a similar guardian for account books, treasury keys and patent seals. In either case the danger lies in the wording of the old command, not in malice.
The Keeper of a Lost Schedule
To its maker, the golem was a faithful tool. It took commands without fatigue or temptation, could wait behind a locked door without complaint and would continue its appointed rounds even if all the keepers slept. Yet the same devotion becomes perilous when a schedule is altered or an authority dies. The device will turn back a starving refugee from a store of untouched food if its last order forbade entry without a signet. It will crush a new guildmaster who cannot prove succession by the old rule.
Early dwarven ward-smiths made golems to guard refuge doors and supplies during their struggle against the giant successor realms. Their descendants added precision gears where a task required moving locks or closing more than one gate. Later guild artificers extended those methods into urban clock towers, arsenals and counting-houses. The distinction matters: the golem is not a modern robot, nor does it choose its own cause.
What Is Happening Right Now?
The great clock in a merchant city’s eastern tower is losing a minute every night. With each error, a sealed cellar door opens an hour earlier, and a clockwork golem moves one chamber deeper into the guild archive. Apprentices have begun vanishing while trying to adjust the escapement. A locksmith claims the machine is following an obsolete schedule written during a plague quarantine; the town’s treasurer insists the vault holds documents proving a noble family’s debt.
One faction wants to destroy the golem before it reaches the archives, another wants the hidden deeds recovered, and an elderly artificer believes the mechanism can be redirected by setting the great clock to the hour of its maker’s death. The party must decide who may enter, which documents deserve protecting and whether restoring the original schedule will trap innocents inside the tower.
Appearance and Workings
Some appear as armoured statues with smooth bronze faces, others as openwork frameworks whose gears can be watched turning through the chest. They are generally larger than a human, though far from a colossal war machine. Their weight makes ancient wooden bridges dangerous, but a stone passage only a few paces wide may be the perfect place for one to become a spinning barricade.
The sound of its footsteps may be less revealing than the click of a hidden governor or the smell of heated grease. A long scratch on the wall can mark where the armature folded flat. Dark filings found beneath a closed door may reveal that the golem has recently passed through in its wall form.
Clockwork Golem Stat Blocks
Choose the edition used at your table. The Pathfinder 1e statistics and construction costs are sourced to Bestiary 2. D&D 2024, D&D 2014 and 3.5e are explicitly identified campaign conversions; do not present them as official SRD creatures or combine their rules.
Clockwork Golem — D&D 2024
Original 2024-rules campaign conversion · Large Construct, Unaligned · CR 12 (8,400 XP; PB +4)
AC 18 (reinforced bronze casing); Initiative +1 (11); HP 189 (18d10 + 90); Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 12 (+1) | 20 (+5) | 3 (−4) | 11 (+0) | 1 (−5) |
Saving Throws Str +11, Dex +5. Damage Immunities Poison, Psychic. Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned. Senses Darkvision 60 ft.; Passive Perception 10. Languages Understands its maker’s languages but cannot speak.
Traits
Immutable Form. The golem can’t shape-shift. Magic Resistance. It has Advantage on saving throws against spells and other magical effects.
Clockwork Rupture. When reduced to 0 Hit Points, the golem erupts in a 10-foot Emanation of metal fragments. Creatures in the area must make a DC 17 Dexterity saving throw, taking 35 (10d6) Slashing damage on a failure or half on a success. The wreckage remains in place.
Actions
Multiattack. Three Gear Slam attacks.
Gear Slam. Melee Attack Roll +11, reach 10 ft., one target. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is Large or smaller, the golem can grapple it (escape DC 18), provided it is not already grappling a creature.
Wall of Gears (Recharge 5–6). The golem transforms into a grinding wall occupying a 10-foot-by-10-foot area or a 5-foot-by-20-foot area within its own space. A creature in the wall when it forms makes a DC 17 Dexterity save, taking 35 (10d6) Slashing damage on a failed save or half on a success, and moves into an adjacent unoccupied space of its choice. A creature that enters the wall’s space or starts its turn there takes the same damage. While a wall, the golem cannot move or use attacks, but retains its AC, Hit Points, and immunities. It returns to humanoid shape using a Bonus Action.
Bonus Actions
Grind. One creature the golem is grappling takes 22 (3d10 + 6) Slashing damage, and the golem cannot use this ability again until the start of its next turn.
Magical Interactions
In this conversion, a Grease spell affecting the golem gives it 10 extra feet of Speed until the end of its next turn; Rusting Grasp inflicts its normal damage and disables Grind until the end of the golem’s next turn. These are campaign-specific translations of the Pathfinder interactions, not 2024 SRD monster traits.
Original campaign conversion for D&D 2024, adapted from Pathfinder 1e Bestiary 2. No official D&D 2024 Clockwork Golem statistics are claimed.
Clockwork Golem — Pathfinder 1e
Published Pathfinder 1e Bestiary 2 · CR 12 (XP 19,200) · N Large Construct
Initiative +1; Senses Darkvision 60 ft., low-light vision; Perception +0.
Defence
AC 26, touch 10, flat-footed 25 (−1 size, +1 Dex, +16 natural); HP 118 (16d10 + 30); Fort +5, Ref +6, Will +5; DR 10/adamantine; immune to Construct traits and magic (exceptions below).
Offence
Speed 30 ft.; Melee 2 slams +23 (2d10 + 8 plus grab); Space/Reach 10 ft./10 ft.; Special Attacks Death Burst, Grind, Wall of Gears.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 12 (+1) | — | — | 11 (+0) | 1 (−5) |
Base Attack +16; CMB +25 (+29 grapple); CMD 36. Environment any; Organization solitary or gang (2–4); Treasure none.
Special Abilities
Death Burst (Ex). At 0 or fewer HP, the golem bursts into razor-sharp fragments. Creatures within 10 ft. take 12d6 Slashing damage; Reflex DC 18 halves the damage.
Grind (Ex). Every successful grapple check deals another 2d10 + 12 Slashing damage from the machinery within its torso.
Wall of Gears (Su). As a standard action the golem folds into a whirling 10-by-10-ft. or 5-by-20-ft. wall. Crossing the wall deals 15d6 Slashing damage. A creature caught in its space when it appears can make a DC 18 Reflex save to leap clear. While transformed it retains its AC and immunities but can take no actions other than reverting as a move action.
Immunity to Magic (Ex). Spells and spell-like effects allowing Spell Resistance do not normally affect the golem. A Grease spell cast upon it instead gives the effects of haste for 1d6 rounds. Rusting Grasp works normally and Staggers it for 1d6 rounds (no save).
Construction
A body of interlocking copper, iron and silver gears weighs around 1,500 lb. and requires 10,000 gp of materials. CL 15th; Price 120,000 gp; Cost 65,000 gp; Craft (clocks or locks) DC 20. Requires Craft Construct, animate objects, blade barrier, geas/quest, grease and telekinesis; creator caster level 15th.
Published rules: Pathfinder Bestiary 2, Clockwork Golem, OGL.
Clockwork Golem — D&D 3.5e
D&D 3.5e campaign conversion of the Pathfinder creature · CR 12 · N Large Construct
Hit Dice 16d10 + 30 (118 HP); Initiative +1; Speed 30 ft. (6 squares).
AC 26 (−1 size, +1 Dex, +16 natural); touch 10, flat-footed 25. DR 10/adamantine; immune to Construct traits and most magic; Darkvision 60 ft., low-light vision.
Base Attack/Grapple +12/+24; Attack Slam +19 melee (2d10 + 8, plus Improved Grab); Full Attack 2 Slams +19 (2d10 + 8, plus Improved Grab); Space/Reach 10 ft./10 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 12 (+1) | — | — | 11 (+0) | 1 (−5) |
Saves Fort +5, Ref +6, Will +5. Skills/Feats —; Environment any; Organization solitary or gang (2–4); Treasure none; Alignment always neutral.
Special Attacks
Improved Grab (Ex). On a Slam hit against a creature Large or smaller, the golem can attempt to start a grapple as a free action without provoking an attack of opportunity. Its Grapple check modifier is +24.
Grind (Ex). On a successful Grapple check, the golem deals an extra 2d10 + 12 Slashing damage in addition to the effects of the check.
Wall of Gears (Su). A standard action folds it into a whirling 10-by-10-ft. or 5-by-20-ft. barrier. Passing through it deals 15d6 Slashing damage. A creature caught as it forms may attempt a DC 18 Reflex save to leap to one side. It cannot move or attack as a wall; it can reform as a move action. AC and immunities remain unchanged.
Death Burst (Ex). Destroying it scatters sharp gears through a 10-foot radius: 12d6 Slashing damage, Reflex DC 18 for half.
Special Qualities
Immunity to Magic (Ex). Usually immune to effects permitting spell resistance. Grease grants the effects of haste for 1d6 rounds; rusting grasp damages it and Staggers it for 1d6 rounds with no save.
Construction (Campaign)
Approximately 1,500 lb. of fitted gears valued at 10,000 gp. Suggested CL 15th; Price 120,000 gp; Cost 65,000 gp + 4,400 XP, using the 3.5e magic-item construction guidelines, Craft Construct, animate objects, blade barrier, geas/quest, grease and telekinesis. This 3.5e recipe is a suggested conversion, not published D&D 3.5e construction text.
Original 3.5e adaptation of Pathfinder’s Clockwork Golem. Attack bonuses are adjusted for the D&D 3.5e Construct base attack progression.
Clockwork Golem — D&D 2014
Original D&D 2014 campaign conversion · Large Construct, Unaligned · CR 12 (8,400 XP)
AC 18 (natural armour); HP 189 (18d10 + 90); Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 12 (+1) | 20 (+5) | 3 (−4) | 11 (+0) | 1 (−5) |
Saving Throws Str +11, Dex +5. Damage Immunities Poison, Psychic; Bludgeoning, Piercing and Slashing from nonmagical attacks that aren’t adamantine. Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
Senses Darkvision 60 ft.; Passive Perception 10. Languages Understands the maker’s languages but cannot speak.
Traits
Immutable Form. Immune to spells and effects that would change its shape. Magic Resistance. Advantage on saving throws against spells and other magical effects. Magic Weapons. Its attacks count as magical.
Death Burst. When reduced to 0 HP, the golem explodes into a 10-foot-radius storm of gears. Creatures within 10 ft. make a DC 17 Dexterity saving throw, taking 35 (10d6) Slashing damage on a failure or half on success.
Actions
Multiattack. Two Gear Slam attacks.
Gear Slam. Melee Weapon Attack +11, reach 10 ft., one target. Hit: 23 (3d10 + 7) Bludgeoning damage. A target Large or smaller is Grappled (escape DC 18), provided the golem is not already grappling a creature.
Wall of Gears (Recharge 5–6). The golem folds into a 10-by-10-ft. or 5-by-20-ft. wall. On formation and whenever a creature enters the wall or starts its turn there, it must make a DC 17 Dexterity saving throw, taking 35 (10d6) Slashing damage on failure or half on success. An occupant can move to the nearest open space on a successful save when the wall forms. It can’t attack while a wall; it may revert as a Bonus Action.
Bonus Actions
Grind. One creature Grappled by the golem takes 18 (2d10 + 7) Slashing damage as the gears draw it closer.
Magical Weakness
Grease cast on the golem grants it the benefits of haste until the end of its next turn; Rusting Grasp harms it normally and stops Grind until the end of its next turn. These exceptions are adapted for this campaign and are not printed 2014 SRD monster traits.
2014-compatible conversion based on the published Pathfinder Bestiary 2 Clockwork Golem; not an official 2014 D&D stat block.
Running the Golem at the Table
The golem’s signature tactic is to catch a victim with its powerful hands, grind them between exposed moving parts and block the route others need to take. Its wall shape is formidable in a tunnel but offers a weakness too: while the machinery is spread across a passage, it cannot run after the party. Stairs, trapdoors, damaged floors and the reach of long weapons may all matter more than raw damage.
Do not surprise players with the death burst without any warning. A cracked casing, vibrating gears and sprays of brass filings can foreshadow the danger. A clever character might retreat before the final blow, loosen a retaining bolt at a safe distance or lure the construct to an empty courtyard where an explosion cannot harm bystanders.
In Pathfinder 1e, grease unexpectedly accelerates the creature, while rusting grasp can slow its mechanisms. This reverses an inexperienced adventurer’s assumptions about how to disable machinery. The conversions retain recognisable versions of these interactions but use their own edition’s rules.
Adventure Encounters
The Last Entry in the Ledger
A clockwork golem guards the only ledger establishing who owns a working grain mill. When the current guildmaster orders the door opened, the construct seizes him as an imposter. A former apprentice knows the original tally sequence, but a creditor has stolen the final brass wheel. The party can restore the mechanism, present proof of succession or break the seal and risk the golem’s destructive final burst near shelves of priceless contracts.
The Refuge Gate
Deep in a dwarven hold, a clockwork sentinel blocks the route to an abandoned nursery. It was ordered to keep giants out, but a changed warning sigil now brands anyone carrying a certain trade standard as a giant’s ally. Families fleeing a landslide are approaching the same passage. Rewriting its orders requires an ancient ward-smith’s marks from a flooded workshop; fighting it threatens to collapse the narrow escape.
A Clock That Must Not Strike
In Prague, a wealthy broker has commissioned an artificer to repair a tower clock with a missing hour wheel. The newly repaired clock will activate a buried clockwork golem at the next festival bell, ordering it to arrest everyone named in a century-old warrant. The adventurers can uncover the broker’s intended victims, steal the wheel, expose the fraud or persuade the city’s authorities to strike the warrant before the tower sounds.
What Remains
Recovered escapements, a surviving command plate, an engraved maker’s stamp, clockmaker’s diagrams, old locksmith’s seals or a partly annotated golem manual can be more valuable than the machine’s metal. A repaired golem could protect a village’s last food store. The same machine left under a forged command might deny that food to the village’s own children.

Related Creatures and Magic
Explore the golem family, Stone Golem, Iron Golem, Copper Golem, Cannon Golem, Grease, Rusting Grasp, Craft Construct and adamantine.
Rules and licensing: Pathfinder Bestiary 2 — Clockwork Golem (OGL). All 2024, 2014 and 3.5e statistics in this entry are expressly original conversions, not official creatures for those D&D editions. In-world situations and encounters are original campaign material.
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