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Clockwork Soldier in Pathfinder 2e

Clockwork Soldier - Clockwork 6
UNCOMMONWHITEMEDIUMCLOCKWORKCONSTRUCTMINDLESS

These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic.   Recall Knowledge - Construct (Arcana, Crafting): DC 24
Perception 1d20+16Master , Darkvision,
Languages Common, Utopian
Skills Athletics Master (+17 to Disarm, Grapple, or avoid being Disarmed)

STR +6 , DEX +2 , CON +4 , INT -5 , WIS +4 , CHA -5

Items +1 halberd
AC 24
Saving Throws Fort +16, Ref +14, Will +12
HP80 - Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious - Weaknesses electricity 5, orichalcum 5 - Resistances physical 5 (except adamantine or orichalcum)
Speed 25 feet,
Melee
  • Axiomatic Halberd +18 +13 / +8 (magical, reach 10 feet, versatile S) Damage Piercing
  • li] Fist +16 +12 / +8 (agile, unarmed) Damage bludgeoning plus grab
 
Special Abilities
  • Attack of Opportunity
  • Activate Defenses One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
Wind-Up: DC 22; Time: 1 Min/ 24 Hours: To remain operational, a clockwork Soldier must be wound with it's key by a creature. After 24 hrs, the soldier becomes inactive and immobile until it's wound again. A clockwork soldier can be placed into standby mode as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork soldier's operational time doesn't decrease in standby. A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry).

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