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Clockwork Familiar

This tiny metallic creature is shaped like a raven, yet beneath its shining, articulated plates whir gears and spinning belts..

Clockwork Familiar CR 2

XP 600
N Tiny construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5


AC 18, touch 16, flat-footed 14 (+2 Dex, +2 dodge, +2 natural, +2 size)
hp 16 (3d10)
Fort +1, Ref +5, Will +2
DR 5/adamantine; Immune construct traits; Resist cold 10, fire 10
Weaknesses vulnerable to electricity


Speed 30 ft., fly 50 ft. (perfect)
Melee bite +7 (1d3 plus 1d6 electricity)


Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Improved InitiativeB, Lightning ReflexesB, Weapon Finesse
Skills Fly +19, Perception +5, Sense Motive +3, Stealth +12
Languages Common
SQ advice, item installation, swift reactions, winding


Advice (Ex)

Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all Craft and Use Magic Device checks.

Item Installation (Ex)

Each clockwork familiar is made with the ability to carry a specific type of magic item inside its body. This item type is chosen at the time of the construct's creation, and cannot be changed. While the creature cannot activate or use the item for its original function, it gains certain constant abilities from the resonant magic fields, and can drain the item's magic as a free action in order to gain additional magical effects. In addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself 1d6 hit points as a standard action. Removing a spent item and installing a new one is a full-round action.

Potion: The clockwork familiar gains a constant protection from good/evil/law/chaos effect (one type only, chosen each time a new potion is installed). In addition, a clockwork familiar can drain the magic from the potion in order to gain the ability to include in the effect a single creature whose shoulder it's perched on. While perched on a character's shoulder, it acts like a worn object with no body slot. While the familiar can move from person to person, thus transferring the benefit, latching on or unlatching from a shoulder is a move action. This ability to include others in the protection effect lasts for 1 minute per spell level of the potion drained.

Scroll: The clockwork familiar gains a constant detect magic effect as a spell-like ability. Draining magic from a scroll allows the familiar to cast a single identify spell on behalf of its master for each spell level of the spell inscribed on the scroll—these castings may be stored and saved, though a scroll used in this manner becomes instantly useless, even if not all spell levels have been drained.

Wand: The clockwork familiar gains the ability to spit a gobbet of acid up to 30 feet as a ranged touch attack, dealing 1d4 points of damage. Draining a charge increases the damage to 2d4 points for a single attack. This charge is spent before the attack is rolled.

Clockwork Familiar Construction

The creator of a clockwork familiar must start with crafted clockwork pieces worth 500 gp.

CL 12th; Price 14,500 gp


Craft Construct, geas/quest, make whole, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 7,500 gp