Clockworker (3.5e Creature)

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“ They don't answer any questions, just give you this stare, and go on to whatever job they're doing next. ”
—Pax, Fourth Brother of Nectar, commenting on clockworkers.


Size/Type: medium construct
Hit Dice: 3d10 +3 (19 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 14 (+1 dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: shortsword +3 melee (1d6 +1) or light crossbow +3 ranged (1d8)
Full Attack: shortsword +3 melee (1d6 +1) or light crossbow +3 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities.
Special Qualities: Construct traits, dedication, Repair.
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 12, Dex 12, Con —, Int 12, Wis 12, Cha 10
Skills: Craft (any) +13, Profession (any) +13, Knowledge (Arcana) +7.
Feats: Iron Will, Toughness
Environment: Any
Organization: solitary, pair, gang (3-9), party (10-19) throng (20-39), troop (40-99) or settlement (100-200)
Challenge Rating: 2
Treasure: half standard
Alignment: usually lawful neutral
Advancement: 4-8 hd (medium) or by character class.
Level Adjustment: +2
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More information...

A metal creature, it's face etched to look like a humanoid of some sort, stands before you. Strangely enough, it wears a tool belt and some other articles of clothing.


Clockworkers do not usually go into combat. However, they are by no means poor combatants, and, if the need arises, they can and will fight. Often, clockworkers will work in groups.

Dedication: if a clockworker has at least one rank in any one craft or profession skill, they are treated as having the same amount of ranks in all craft or profession skills. Furthermore, they gain a +6 racial bonus on all checks for craft and profession.

Repair: at will, a clockworker can use a magical affect equal to cure light wounds spell, except it affects only constructs.

Spell-like abilities: at will: Mending, Detect Magic. 3/day: Locate Object, Identify. Caster level same as hd. Save dc's are intelligence based.

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