Clockwork Zombie Kobold

CR 1/4
XP 100
Init +1; Senses darkvision
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Defense
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AC 15, touch 12, flat-footed 14
hp 12
Fort +0, Ref +0, Will +3
DR 5/slashing
DR 5/bludgeoning

Weaknesses: The clockwork gains vulnerability to electricity. A clockwork also gains the following weakness.


Offense
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Speed 30 ft.
Melee spear +1 (1d6/x3), slam +1 (1d2)


Stats
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Str 11, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +1; CMB ; CMD 10
Feats Toughness
SQ staggered
Gear leather armor, spear


Special Abilities
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Oiled Workings (Ex)

A clockwork automaton targeted by a grease spell gains increased movement for 1d4 rounds, as per the haste spell.

Mental Vulnerability (Ex)

A clockwork automaton is a fully intelligent creature, and thus lacks the immunity to mind-affecting spells and abilities of the construct type, including morale bonuses or penalties.

Windup Key (Ex)

A clockwork automaton is powered by a complex clockwork spring-driven design and requires periodic winding. Anyone may wind an automaton, provided they have a key, or the necessary skills to complete the task. Winding is achieved by placing a key into a specially designed slot and turning it constantly for 60 seconds, this action provokes an attack of opportunity. If the winding process is interrupted, all previous rounds of winding are lost and the process must be restarted. If the key is missing, an automaton can be wound with a successful Disable Device (DC20). The winding will provide one day of operation per hit dice of the automaton. When the automaton runs down, it becomes unconscious, and will persist as such indefinitely until rewound, at which point it will become active again with no knowledge of passing time."

Clockwork Zombie Kobold

Valgrind: The Noxious Crusade connorhagan connorhagan