Clockwork MageCreature 9
UncommonNMediumClockworkConstructMindless
Source Bestiary 3 pg. 50
Perception +17; darkvision
Skills Acrobatics +17
Str +2, Dex +6, Con +4, Int -5, Wis +2, Cha -5
Wind-Up 24 hours, DC 26, standby
Items clockwork wand
AC 27; Fort +17, Ref +19, Will +17
HP 115; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum 10
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 a Device. 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-level innate spell the clockwork mage cast (the GM determines the spell randomly if it 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 level.
Speed 25 feet
Melee Single Action fist +19 [+15/+11] (agile, finesse), Damage 2d10+6 bludgeoning
Arcane Innate Spells DC 28, attack +20; 5th black tentacles, cone of cold; 4th blink, fly, wall of fire; 3rd haste, invisibility, stinking cloud; 2nd glitterdust, obscuring mist, web; 1st feather fall, floating disk, grease; Cantrips (5th) daze, detect magic, ray of frost, shield, tanglefoot
Energize Clockwork Wand Single Action (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 level or higher.