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    Clockwork Overseer

    This creature looks like a three-foot tall wooden doll with long, slender limbs. It moves with uncanny grace and a speed and fluidity that belie its mechanical origin.

    CLOCKWORK OVERSEER CR 2

    XP 600
    N Small construct
    Init
    +1; Senses darkvision 60 ft., low-light vision; Perception +1

    DEFENSE

    AC 15, touch 14, flat-footed 14 (+1 Dex, +3 natural, +1 size)
    hp
    21 (2d10+10)
    Fort
    +0; Ref +1; Will +1
    Immune
    construct traits

    OFFENSE

    Speed 40 ft.
    Melee
    slam +5 (1d6+2)

    STATISTICS

    Str 14, Dex 12, Con —, Int —, Wis 12, Cha 10
    Base Atk
    +2; CMB +4; CMD 15
    SQ
    independent clockwork

    SPECIAL ABILITIES

    Independent Clockwork (Su)

    An overseer can move beyond the brain gear’s normal area of influence while maintaining contact with it. Normally, a brain gear can control only clockworks that are within two miles of its position. A brain gear can control an overseer that stays within 10 miles of its position. In addition, the overseer can act as a field commander for up to 20 HD worth of clockworks that are within 100 feet of its position. These clockworks are considered to be in contact with the brain gear so long as the overseer is in contact with it.

    Source
    Tome of Horrors Complete
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