Torture Chamber

A smiling melnibonean in a blood stained, dark grey hooded robe stands in front of a dozen torture devices, he waits patiently for his next subject. The torturer hasn't had a master to tell him what to torture for in centuries so he just does it as long as possible for an hour each day until the subject dies or in extremely rare cases becomes immune to pain (apply broken soul template). The toads would bring him prisoners once in a while but none of them could speak melnibonean to give any instructions.

The eight cells in the back are vacant and spotlessly clean, each contains a bed and shackles. In an unlocked chest in the corner are the possessions of his last guest, a +1 keen greatsword, shortbow with 16 arrows, ring of protection +1, antitoxin, blanket, cold weather outfit, fishing hook, flask, grappling hook, holy water, rope, sack, signet ring, tinderbox, torches (5), waterskin, and 35 gp.

Dr Jokun the Clockwork Torturer     CR 8

XP 4,800

Clockwork creature melnibonean expert 8

LN Medium construct (augmented)

Init +3; Senses Perception +13

 DEFENSE

AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)

hp 64 (8d8+28)

Fort +2, Ref +7, Will +5

DR hardness 10; Immune construct traits; Resist acid 10, cold 10, fire 10

Weaknesses vulnerable to electricity

 OFFENSE

Speed 30 ft.

Melee finger blades +8 (1d4+2)

 STATISTICS

Str 14, Dex 16, Con -, Int 11, Wis 8, Cha 6

Base Atk +6; CMB +8; CMD 21

Feats Improved Unarmed Strike, Lightning Reflexes, Skill Focus (Profession (torturer)), Skill Focus (Perception), Toughness

Skills Diplomacy +9, Escape Artist +14, Heal +11, Knowledge (Dungeoneering) +11, Knowledge (Nature) +11, Perception +13, Profession (torturer) +13

Languages Low Melnibonean

SQ created mind, metal skin, wind up key

 SPECIAL ABILITIES

Created Mind (Ex)

Clockwork creatures know nothing when first created, but many are intelligent. On its first day, a clockwork creature functions like any mindless construct, but thereafter its native intelligence comes to the fore, allowing it to reason and improvise. Creators can thus give their clockwork constructs somewhat vague commands and allow them to interpret and act on them, secure in the knowledge that their servants will not act in a way contrary to their desires.

Despite a reasoning intelligence, the clockwork creature remains wholly under the control of its creator and does nothing against that individual’s will. Because of a special bond formed during its first day, the clockwork creature can instinctively detect the location of its creator, regardless of magical and natural barriers, so long as the latter is within 100 feet. This ability prevents anyone from successfully impersonating the creator within that range. If someone resembling its creator issues an order from more than 100 feet away, the clockwork creature might or might not obey, depending on how suspicious it is of the command.

The creator can designate another creature or group of creatures for the clockwork creature to obey, but the creator’s commands always take precedence over those of other designated commanders. If the clockwork creature has an Intelligence score of 3 or higher, it continuously watches designated commanders for signs that they are commanding it against its creator’s intent. Should such a situation occur, the clockwork creature acts loyally instead. A clockwork creature with an Intelligence of 12 or higher automatically knows when its creator is being forced to act against his own wishes through mental control or other coercion, physical or mental. In such a case, the clockwork creature improvises a way to attain its creator’s true goals without allowing harm to come to him. In the absence of any commands from its creator, a clockwork creature follows the last commands it received. If it knows its creator is dead, it attempts to achieve his goals to the best of its ability.

Metal Body (Ex)

Beneath its skin, a clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.

Vulnerability to Electricity (Ex)

Because the delicate interior mechanisms of a clockwork creature are particularly vulnerable to electricity damage, it takes double damage from electricity on a failed save and half damage on a successful save.

Windup Key (Ex)

A clockwork creature must be wound up each day by placing a small key into a special orifice and turning it—an action that provokes attacks of opportunity. For each full round that the key is turned, the clockwork creature can be active for 4 hours (maximum 24 hours). In most cases, the creator either retains his construct’s key or gives it to the clockwork creature so that it can keep itself running.

When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Disable Device check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). This technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.

Possessions: The torturer wears a blood stained, voluminous, dark grey hooded robe, finger blades.