Clockwork Hound

This black mechanical hunting dog keeps its nose to the ground collecting scents. Gleaming teeth fill its metal mouth.

Clockwork Hound CR 3

XP 800
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +6

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 36 (3d10+20)
Fort +1, Ref +3, Will +1
Immune construct traits

OFFENSE

Speed 50 ft.
Melee bite +7 (1d6+3) or slam +6 (1d4+3)
Special Attacks whip tongue

STATISTICS

Str 16, Dex 15, Con —, Int 1, Wis 10, Cha 1
Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
Feats Skill Focus (Survival), Weapon Focus (bite)
Skills Perception +6, Survival +5 (+9 when tracking); Racial Modifiers Acrobatics (+8 when jumping), +5 Perception, +4 Survival when tracking
Languages understands Common
SQ diligent tracker

SPECIAL ABILITIES

Diligent Tracker (Ex)

Clockwork hounds are designed to guard areas and track prey. They gain a +5 racial bonus to Perception checks and Survival checks when tracking.

Whip Tongue (Ex)

A mechanism within the clockwork hound’s mouth can make either a nonlethal attack (1d3+3 nonlethal damage), a trip attempt, or a disarm attack against any target it is aware of 1/ round as a standard action that does not provoke an attack of opportunity; this is a ranged touch attack. The tongue has a reach of 15 ft. and is considered a two-handed weapon for the trip or disarm attempt; the creature gains a +10 bonus to either attempt. This mechanism explodes when a clockwork hound is destroyed, lashing the cable at each creature within 5 ft. of the construct (2d6 damage, Reflex DC 15 for half).

ECOLOGY

Environment any urban
Organization solitary, pair, or pack (3–10)
Treasure none

Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, or any other creature unfortunate to be on the bad side of one of its controllers.

Construction

Though different of build, clockwork huntsmen and clockwork hounds are typically made at the same time and use very similar materials. Both are reinforced constructs demanding a heavy chassis of iron, steel, and some mithral. After construction of the bodies, a 4-day ritual involving 500 gp in special oils and chemicals activate the clockworks.

CL 5th; Price 10,500 gp

CONSTRUCTION REQUIREMENTS

Feats Craft Construct, animate object, expeditious retreat, grease; Special creator must be CL 5th; Skill Craft (clockworks) and Craft (alchemy) DC 22; Cost 5,500 gp

Section 15: Copyright Notice

Midgard Bestiary for Pathfinder RPG, (c) 2012 Open Design LLC; Author: Adam Daigle with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, and Mike Welham.

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