Clockwork Huntsman

As a mechanical soldier clad in flat-black metal and trimmed with shining mithral, this creature holds a poise suggesting awareness and assessment.

Clockwork Huntsman CR 3

XP 800
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8


AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 36 (3d10+20)
Fort +1, Ref +3, Will +1
Immune construct traits


Speed 40 ft.
Melee mwk longsword +8 (1d8+3/19–20), slam +6 (1d4+4)
Special Attacks net cannon


Str 17, Dex 14, Con —, Int 4, Wis 10, Cha 1
Base Atk +3; CMB +6; CMD 18
Feats Power Attack, Weapon Focus (longsword)
Skills Perception +8; Racial Modifiers Acrobatics (+4 when jumping), +5 Perception
Languages understands Common
SQ diligent sentinel


Diligent Sentinel (Ex)

Clockwork huntsmen are designed to seek prey. They gain a +5 racial bonus to Perception checks.

Net Cannon (Ex)

A mechanism within the clockwork huntsman’s chest can fire a net at any target it is aware of 1/round as a standard action. This is a ranged touch attack that does not provoke an attack of opportunity. It has a range increment of 10 ft. with a maximum range of 30 ft. and a 30 ft. trailing cable (hardness 3, 10 hp) anchored within the huntsman’s chest. It functions in all other ways as a standard net. Up to four nets may be fired from the huntsman. It is a full round action to retract and re-arm a net that has missed. This mechanism explodes when a clockwork huntsman is destroyed, projecting superheated steam and shrapnel at each creature within 5 ft. of the construct (3d6 damage, Reflex DC 15 for half).

Clockwork Huntsman 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


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


Environment any urban
Organization solitary or unit (2–12)
Treasure none

They were once the province of the corrupt aristocracy, running down escaped slaves and tracking prey in hunting expeditions. Those days are gone, but the clockwork hounds still tick and hunt. Now they operate only on the command of the secret police, hunting down persons of interest wanted for more aggressive questioning. Hounds sometimes operate alone, but usually, they are sent into the streets seeking their quarry as a party of three hounds and two huntsmen. Because they are unsleeping and tireless, few can hide from them for long without magical assistance. Clockwork huntsmen and hounds are painted matte black with mithral trim, occasionally outfitted with armor or barding for added intimidation. Common folk detest them; all but their keepers and commanders shun them. Operating on specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, but they are always paying attention, always alert of their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as their controller last directed. Driven by clockwork and oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.

Clockwork huntsmen stand nearly 6 ft. tall and weigh 400 lbs.

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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