Clockwork Soldier

Creature 6
  • uncommon
  • Medium
  • clockwork
  • construct
  • mindless
Perception
+16; darkvision
Skills
Athletics +15
Str +6, Dex +2, Con +4, Int −5, Wis +4, Cha −5
Items
halberd

Wind-Up 24 hours, Disable Device (DC 22), standby

AC
24; Fort +16, Ref +14, Will +12; +2 vs. Disarm
HP
80; Weaknesses electricity 5, orichalcum 5; Resistances physical 5 (except adamantine or orichalcum)

Reactive Strike ⟲

Speed
25 feet

Melee ◆ halberd +17 (magical, reach 10 feet, versatile s), Damage 1d10+10 piercing

Melee ◆ fist +16 (agile, unarmed), Damage 1d8+10 bludgeoning plus Grab

Activate Defenses ◆ One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.

Effect: Activate Defenses

Grab ◆

Source: Pathfinder Monster Core 2

Running this fight? Add the clockwork soldier to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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