CREATURE 4
Perception +8; darkvision
Skills Athletics +12, Crafting +9
Str +6 Dex +3 Con +2 Int -5 Wis +3 Cha -5
Items artisan's tools
Wind-Up 24 hours, DC 19, standby
AC 19; Fort +10, Ref +11, Will +9
HP 50; Immunities death effects, diseased, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 4, orichalcum 4; Resistances physical 4 (except adamantine or orichalcum)
Speed 25 feet
Melee arm +14 (agile, unarmed), Damage 2d4+6 bludgeoning plus Grab
Constrict Requirements The clockwork fabricator has a creature grappled or restrained; Effect 2d4+4 bludgeoning, DC 21 Modular Arms A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable "arms. " An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful DC 18 Thievery check to Disable a Device. A creature can Interact to install a new arm with a successful DC 18 Engineering Lore check. A fabricator has two of any of the following types of arms. Effect
Pull Requirements The clockwork fabricator's last action was a successful towing anchor Strike; Effect The clockwork fabricator reels in the anchor and attempts an Athletics check against the target's Fortitude DC. On a success, the clockwork fabricator pulls the target into a free square adjacent to it. This movement is forced movement.
OoA1, page 85.
Open Clockwork Fabricator in the interactive creatures list or browse all creatures starting with C.