Monster Dossier

Clockwork Handler

Clockwork Handler is a fantasy monster entry from source OoA1.

Level 1

Traits

uncommonnmediumclockworkconstructmindless

Rules & statistics

Monster Profile

Perception

8

Senses

  • Name
    darkvision

Skills

Athletics
Std
7
To Disarm
9

Ability Mods

Str
4
Dex
2
Con
3
Int
-5
Wis
3
Cha
-5

Items

  • everburning torch
  • javelin (4)
  • rope (100 feet)

Defenses

Ac
16
Saving Throws
Fort
10
Ref
7
Will
6
Hp
  • Hp
    16
Immunities
  • death effects
  • diseased
  • doomed
  • drained
  • fatigued
  • healing
  • mental
  • necromancy
  • nonlethal attacks
  • paralyzed
  • poison
  • sickened
  • unconscious
Weaknesses
  • Name
    electricity
    Amount
    2
  • Name
    orichalcum
    Amount
    2
Resistances
  • Name
    physical
    Amount
    2
    Note
    except adamantine or orichalcum

Speed

Walk
25

Attacks

  • Range
    Melee
    Traits
    • agile
    • nonlethal
    • unarmed
    Name
    fist
    Attack
    7
    Damage
    1d4+4 bludgeoning plus Grab
  • Range
    Ranged
    Traits
    • thrown
    Name
    javelin
    Attack
    5
    Damage
    1d6+4 piercing

Abilities

Top
  • Name
    Spotlight
    Entries
    • The clockwork handler can use the everburning torch built into its helmet to illuminate areas it's examining. Whenever it Seeks in a 30-foot cone and rolls a successful Perception check, the clockwork handler gets a critical success instead.
  • Name
    Wind-Up
    Entries
    • 24 hours, 15, standby
Mid
  • Name
    Attack of Opportunity
    Activity
    Number
    1
    Unit
    reaction
Bot
  • Name
    Hog-tie
    Activity
    Number
    2
    Unit
    action
    Requirements
    The clockwork handler has a creature restrained
    Entries
    • The clockwork handler cuts a length of rope from the supply in its chassis to tie up the restrained creature. The creature is restrained until it
  • Name
    Escapes or Forces
    Entries
    • Open the rope with a successful 15 check (typically an attack roll or Thievery check to Escape, or an Athletics check to Force Open the ropes; restrained creatures don't take a –2 penalty on this check for not using a crowbar). The rope has Hardness 2 and 8 Hit Points (BT 4).
  • Name
    Siren
    Activity
    Number
    2
    Unit
    action
    Entries
    • The clockwork handler emits a loud noise (such as a bell or highpitched mechanical scream) that can be easily heard by anyone within 500 feet. Creatures within 100 feet take a –2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a 14 Fortitude save can't hear anything but the siren, critically fail Perception checks that require hearing, and are immune to auditory effects. This effect lasts until the creature leaves the area and for 1 round afterward.

Background

Lore

No lore provided.