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Clockwork (3pp)

Each clockwork creature varies from its brethren and each is assigned a task by the brain gear that created it. Clockworks are automatons and follow orders without question. It is through these various clockwork creations that brain gears seek to destroy all living creatures.

The clockwork creations controlled by a brain gear share several characteristics as detailed in the statistics block and text below. Most constructs are immediately destroyed when reduced to 0 hit points or fewer. Clockworks with the self-repair special quality, however, are not destroyed at 0 or less hit points. While they do cease to function, they continue to self-repair, only at a slower rate.

Self-Repair (Ex)

Some clockworks can automatically repair themselves with spare parts and scrap, and a built-in mechanism allows them to self-repair even when seemingly destroyed. The clockwork automatically heals damage at a fixed rate per round, as given in the clockwork’s entry. Certain attack forms, typically acid, cold, and fire cannot be self-repaired. The clockwork’s descriptive text describes the details.

A clockwork with self-repair can repair lost limbs (including its head), but it takes 3d6 minutes to do so. A clockwork reduced to 0 or less hit points is not destroyed, but begins to self-repair damage at one-half its normal rate (minimum 1 hit point per round). It still cannot repair damage dealt by acid, cold, or fire effects. For example, a clockwork with self-repair 3 normally regains 3 hit points per round. If reduced to 0 or less hit points, it regains 1 hit point per round until it has at least 1 hit point. Once it has self-repaired itself to at least 1 hit point, the clockwork begins functioning normally again.


The secrets of clockwork construction are known only to the brain gear and to those it employs.