Clockwork Mage
This faceless construct has a crystal wand set into its chest, bristling with arcane energy.
CR: 9 XP: 6,400
N Medium construct (clockwork)
Init: +9 Senses: darkvision 60 ft., low-light vision Perception: +2
Defense
AC: 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
hp: 102 (15d10+20)
Fort: +5 Ref: +12 Will: +7
DR: 5/adamantine
Immune: construct traits
SR: 20
Weaknesses: vulnerable to electricity
Offense
Speed: 30 ft.
Melee: 4 slams +18 (1d4+3)
Special Attacks: wand magic
Statistics
Str: 16 Dex: 21 Con: — Int: — Wis: 14 Cha: 1
Base Atk: +15 CMB: +18 CMD: 35
Feats: Improved Initiative, Lightning Reflexes
SQ: difficult to create, swift reactions, winding
Ecology
Environment: any land
Organization: solitary
Treasure: none
Description
Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day. Abjuration: 1st—hold portal, shield; 2nd—protection from arrows, resist energy; 3rd—dispel magic Conjuration: 1st—grease (DC 11), summon monster I; 2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14) Enchantment: 1st—bungle (DC 11), sleep (DC 11); 2nd—daze monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14) Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14) Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14) Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste These constructs are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a wand into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought.
A humanoid figure of mithral and steel, a clockwork mage has large crystal ball filled with shifting vapors for a head. It stands 7 feet tall.
CONSTRUCTION The creator of a clockwork mage must start with crafted clockwork pieces worth 2,000 gp.
CLOCKWORK MAGE CL 12th; Price 84,000 gp CONSTRUCTION Requirements Craft Construct, geas/quest, and mnemonic enhancer, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 43,000 gp
