XP 6,400
N Medium construct (clockwork)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
hp 102 (15d10+20)
Fort +5, Ref +12, Will +7
DR 5/adamantine; Immune construct traits; SR 20
Weaknesses vulnerable to electricity
OFFENSE
Speed 30 ft.
Melee 4 slams +18 (1d4+3)
Special Attacks wand magic
STATISTICS
Str 16, Dex 21, Con —, Int —, Wis 14, Cha 1
Base Atk +15; CMB +18; CMD 35
Feats Improved Initiative B, Lightning Reflexes B
SQ difficult to create, swift reactions, winding
SPECIAL ABILITIES
Wand Magic (Su)
A clockwork mage's wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage's spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
- Abjuration: 1st—hold portal, shield; 2nd—protection from arrows, resist energy; 3rd—dispel magic
- Conjuration: 1st—grease (DC 11), summon monster I; 2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
- Enchantment: 1st—bungle (DC 11), sleep (DC 11); 2nd—daze monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
- Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
- Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement
- Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14)
- Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste
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