Clockwork Fabricator
A mobile workshop of grinding gears turns its assembly tools on intruders, seizing and crushing whatever it catches.
A walking workshop of grinding gears and interchangeable tools, the Clockwork Fabricator was built to assemble and repair. Cornered, it turns its industrial arms on the living, seizing and crushing whatever it catches.
In play
Constrict [Single Action] Requirements The clockwork fabricator has a creature grappled or restrained; Effect 2d4+4 bludgeoning, DC 21
Level 4
Perception +8 · Senses darkvision · Skills Athletics +12, Crafting +9
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +3 | +2 | -5 | +3 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 19 | +10 | +11 | +9 |
HP 50 · Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious · Resistances physical 4 (except adamantine or orichalcum) · Weaknesses electricity 4, orichalcum 4
Speed 25 feet
Actions
- Melee Arm [Single Action] +14 (Agile, Unarmed), Damage 2d4+6 bludgeoning plus
- Melee Buzz-saw blade [Single Action] +16 (forceful, sweep), Damage 1d4+6 slashing plus 1d6 bleed
- Melee Crushing vise [Single Action] +14 (grapple), Damage 2d6+6 bludgeoning plus
- Melee Sledgehammer [Single Action] +12, Damage 2d10+6 bludgeoning
- Ranged Nail gun [Single Action] +11 (range 10 ft, agile), Damage 2d8 piercing
- Melee Pneumatic chisel [Single Action] +14, Damage 2d8+6 piercing
- Ranged Towing anchor [Single Action] +11 (thrown 30 feet), Damage 1d4+6 piercing
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