Clockwork Sentry

Creature 8
uncommonClockworkConstructMindless
Perception +16; Darkvision, See Invisibility
Skills Athletics +18 (+20 to Grapple, Shove, or Trip)
CHA -5
CON +4
DEX +3
INT -5
STR +6
WIS +4

AC 26; Fort +16, Ref +13, Will +16
HP 115
Resistances Physical 10
Weaknesses Electricity 10, Orichalcum 10
Speed 25 feet

Clockworks are intricate, complex machines built by talented engineers and infused with magical energy. At the height of the Azlanti Empire, magitech clockworks were commonplace, from music boxes, toys, and vehicles, to bodyguards, soldiers, spies, and even nannies.

Clockwork sentries are four-armed constructs created to serve as guardians, programmed either to prevent access to a specific location or to keep targets from escaping a secured site. This makes them the perfect clockwork for serving in prisons, dungeons, vaults, and similar locations.

Winding Clockworks

A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block. There are winding station locations in the adventure where a clockwork can return to be wound rather than having to rely upon another creature. The full rules for winding clockworks can be found in Pathfinder Bestiary 3 on page 48.

Clockwork Hot Spots

Today, the nations of Alkenstar and New Thassilon, the church of Brigh, and the famed Clockwork Cathedral of Absalom are the primary sources for clockwork creation. Haunted clockworks from the Clicking Caverns often invade the nations of Nagajor and Xa Hoi.