Clockwork Prime
Clockwork Prime CR 6
Source An Arid Expedition
XP 2,400
N Medium construct (clockwork)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 16, touch 16, flat-footed 10 (+3 Dex, +2 dodge)
hp 64 (8d10+20)
Fort +2, Ref +7, Will +2
DR 5/bludgeoning; Immune construct traits
Weaknesses vulnerable to electricity
Offense
Speed 30 ft.
Melee +1 halberd +13/+8 (1d10+4/×3) or 2 slams +6 (1d6+4)
Ranged +1 composite shortbow +14/+9 (1d6+2/3)
Special Attacks
Statistics
Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +8; CMB +11; CMD 25
Feats Improved Initiative, Lightning Reflexes, Mobility, Dodge, Weapon Focus (Halberd), Weapon Focus (Shortbow), Improved Trip, Greater Trip, Improved Bull Rush, Combat Expertise, Combat Reflexes, Archon Style, Archon’s Diversion, Precise Shot
SQ Swift Reactions, Adaptable Locomotion, Armory, Humanoid Frame, Quick Pistons, Refined Targeting System
Special Abilities
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC.
Adaptable Locomotion (Ex) The Clockwork Prime can switch modes of locomotion, it may gain any one of the following at a time, switching its bonus as a swift action:
- 10 foot racial bonus to land speed
- A 10 foot climb speed
- A 10 foot swim speed
- A 5 foot bonus to vertical jumps and 10 foot bonus to horizontal jumps
Armory (Ex) As a swift action, the Clockwork Prime may stow up to two weapons then draw up to two weapons, or simply draw up to two weapons.
Humanoid Frame (Ex) The Clockwork Prime has a humanoid frame. It is proficient in light and medium armor and shields. It can wear armor that would fit a medium humanoid. It can wield any weapon a humanoid can. It is built with proficiency and weapon focus on two weapons of the creator’s choice, plus 3 combat maneuver feats of the creator’s choice. This statblock uses Weapon Focus (Halberd), Weapon Focus (Shortbow), Improved Trip, Greater Trip, and Improved Bull Rush.
Guardian Imperative (Ex) The Clockwork Prime is built with Combat Expertise, Combat Reflexes, Archon Style, and Archon’s Diversion
Quick Pistons (Ex) The Clockwork Prime can bull rush in place of any melee attack, dealing 2d6 bludgeoning damage on a success.
Refined Targeting System (Ex) The Clockwork Prime has a bonus to ranged attack rolls equal to 1/4th its HD and learns Precise Shot.