Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
Hog-tie
2 penalty on this check for not using a crowbar). The rope has Hardness 2 and 8 Hit Points (BT 4).
Ability
Siren
2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a DC 14 Fortitude save can't hear anything but the siren, critically fail Perception checks that require hearing, and are immune to auditory effects. This effect lasts until the creature leaves the area and for 1 round afterward.
Ability
Wind-Up
24 hours, DC 15, standby
Offense
Melee
Circumstance: combat round (melee)
fist +7 [+3/-1] (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoning plus Grab
Offense
Ranged
Circumstance: combat round (ranged)
javelin +5 [+0/-5] (thrown 30 feet), Damage 1d6+4 piercing
Trait
Clockwork
Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function.
Clockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.
Wind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork's wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.
A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork's operational time doesn't decrease in standby.
A creat
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Item
everburning torch
javelin (4)
rope (100 feet)
Perception
darkvision
Resistance
physical 2 (except adamantine or orichalcum)
Weakness
electricity 2
orichalcum 2