CREATURE 4
Perception +12; darkvision
Skills Athletics +10 (+12 to Disarm or Grapple)
Str +4 Dex +2 Con +2 Int -5 Wis +4 Cha -5
Items repeating hand crossbow (Guns & Gears 63, 5 bolts)
Wind-Up 24 hours, DC 19, standby
AC 20; Fort +10 (+12 vs. Disarm), Ref +8, Will +14
HP 50; 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)
Speed 25 feet
Melee fist +14 (reach 10 feet), Damage 2d6+7 bludgeoning plus Push
Ranged repeating hand crossbow +12 (range 60 feet, reload 0, repeating), Damage 1d6+3 piercing
Brace Door The door warden holds shut an adjacent door. This ends the door warden's turn. Until the start of its next turn, as long as it remains functional and in the same square, other creatures trying to get through must succeed at a DC 21 Athletics check to Force Open the door.
Slam Door Trigger The door warden Pushes a creature through an open doorway; Effect The door warden slams the door shut on the creature.
OoA2, page 80.
Open Clockwork Door Warden in the interactive creatures list or browse all creatures starting with C.