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Warden's Jailer in Pathfinder 2e

Warden's Jailer - Clockwork 5
RAREWHITEMEDIUMCLOCKWORKCONSTRUCTMINDLESS

These Clockwork soldiers were constructed in Mother Necessity's craftworks to act as the dutiful wardens of Zion's prison.
Perception 1d20+15Master , Darkvision, Low-Light Vision
Languages Common, Utopian
Skills Athletics Master , Craft Expert

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

Items Jailer's Spear, Elysian Bronze Plating
AC 22
Saving Throws Fort +15, Ref +12, Will +9
HP80 - Immunities bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious - Weaknesses Electricity 3
Speed 25 feet,
Melee Jailer's Spear +15 +10 / +5 (Devastating) Damage Piercing plus Axiomatic Damage
Special Abilities
  • Attack of Opportunity
  • Repair ClockworkClockwork servants are adept at repairing other clockwork constructs. A clockwork servant can repair damage done to either itself or an adjacent clockwork creature, with a DC 12 Craft Check. Critical Success The Clockwork repairs 2d10 HP . Success The Clockwork repairs 1d10 HP . Failure The Clockwork does not repair any damage.
Wind-Up: DC 25; 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 Jailer 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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