Clockwork Fabricator

Creature 4
uncommonClockworkConstructMindless
Perception +8; Darkvision
Skills Athletics +12, Crafting +9
CHA -5
CON +2
DEX +3
INT -5
STR +6
WIS +3

AC 19; Fort +10, Ref +11, Will +9
HP 50
Resistances Physical 4
Weaknesses Electricity 4, Orichalcum 4
Speed 25 feet

Clockwork creatures are as common in Alkenstar as carts and horses are in most Inner Sea region cities. In the City of Smog, clockworks perform many of the simple, repetitive tasks that sentient workers find boring, as well as dangerous jobs such as private security or riot control.

A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction companion. These clockworks can be programmed to perform up to two simple, repetitive tasks such as hauling equipment, chopping down trees, or grinding up hunks of ore. The modular nature of these units makes them even more valuable-after finishing a day's work sawing planks, the same machine can be unwound, updated with a new modular arm or two, and then re-wound and given new instructions.

While it's possible to remove or replace an arm while a fabricator in use, doing so is dangerous and likely to void the manufacturer's warranty, to say nothing of the danger posed to the engineer doing the retrofitting.


Melee Buzz-Saw Blade +16 (Forceful, Sweep), Damage 1d4+6 slashing plus 1d6 Bleed
Melee Crushing Vise +14 (Grapple), Damage 2d6+6 Bludgeoning
Melee Sledgehammer +12, Damage 2d10+6 Bludgeoning
Melee Pneumatic Chisel +14, Damage 2d8+6 Piercing
Melee Arm +14 (Agile, Unarmed), Damage 2d4+6 Bludgeoning
Melee Towing Anchor +11 (Thrown 30), Damage 1d4+6 Piercing
Melee Nail Gun +11 (Agile), Damage 2d8 Piercing

Grab