Monster Dossier
Clockwork Handler
Clockwork Handler is a fantasy monster entry from source OoA1.
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.