Clockwork Mage
Creature 9- Perception
- +17; darkvision
- Skills
- Acrobatics +17
- Str +2, Dex +6, Con +4, Int −5, Wis +2, Cha −5
- Items
- clockwork wand
Wind-Up 24 hours, Disable Device (DC 26), standby
- AC
- 27; Fort +17, Ref +19, Will +17
- HP
- 115; Weaknesses electricity 10, orichalcum 10; Resistances physical 5 (except adamantine or orichalcum)
Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable Device (DC 31). The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed.
When removed, the clockwork wand is a Magic Wand containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if the mage has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
- Speed
- 25 feet
Melee ◆ fist +19 (agile, finesse, unarmed), Damage 2d10+6 bludgeoning
Arcane Innate Spells DC 28, attack +20; 5th howling blizzard, slither; 4th flicker, fly, wall of fire; 3rd aqueous orb, haste, invisibility; 2nd mist, revealing light, web; 1st carryall, gentle landing, grease; Cantrips (1st) daze, detect magic, frostbite, shield, tangle vine
Energize Clockwork Wand ◆ (concentrate) Frequency once per 10 minutes
Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher.
Source: Pathfinder Monster Core 2