Clockwork Angel

Brass, bronze, and silver components adorn this angelic figure. Moving gears are visible within the gaps of its metallic body.

Clockwork Angel CR 15

XP 51,200
N Medium construct (clockwork)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +6


AC 29, touch 21, flat-footed 18 (+9 Dex, +2 dodge, +8 natural)
hp 210 (20d10+100)
Fort +6, Ref +17, Will +6
Defensive Abilities infused heart; DR 10/adamantine; Immune construct traits
Weaknesses vulnerable to electricity


Speed 30 ft., fly 60 ft. (good)
Melee +1 flaming keen greatsword +28/+23/+18/+13 (2d6+11/19–20 plus 1d6 fire)
Special Attacks enhance weapon


Str 24, Dex 28, Con —, Int —, Wis 11, Cha 18
Base Atk +20; CMB +27; CMD 48
Feats Improved InitiativeB, Lightning ReflexesB, Martial Weapon ProficiencyB (greatsword)
Skills Acrobatics +15, Fly +19, Perception +6; Racial Modifiers +6 Acrobatics, +6 Fly, +6 Perception
SQ difficult to create, programmed sentinel, swift reactions, winding


Enhance Weapon (Su)

When initially created, a clockwork angel is granted the ability to infuse a single wielded masterwork melee weapon with magical power. The creator determines what sort of effects each clockwork angel can grant to its weapon, as long as the enhancements are equivalent to a +3 enhancement bonus.

Most clockwork angels are granted the ability to transform a wielded weapon into a +1 flaming keen weapon. A clockwork angel can infuse a melee weapon it wields in this manner at will as a free action; it can have only one such weapon at a time, and the weapon loses its magical infusion and reverts to a masterwork weapon as soon as the clockwork angel drops it or is destroyed.

Infused Heart (Su)

A clockwork angel’s mechanical heart is infused with a tiny mote of power siphoned from the Positive Energy Plane. This heart provides the clockwork angel a tiny spark of life, allowing it to apply its Charisma modifier as a bonus to its hit points per Hit Die (+80 hp total for the typical clockwork angel). A clockwork angel is healed by positive energy and harmed by negative energy as if it were a living creature.

Programmed Sentinel (Ex)

Although unintelligent, a clockwork angel is programmed upon creation with a wide range of weaponry skills. The clockwork angel gains proficiency with all martial weapons as a result.


Environment any
Organization solitary, pair, or reliquary (3–6)
Treasure incidental (mwk greatsword)

Clockwork angels are usually built in accord with divine agencies to serve as defenders of holy sites, but are themselves not intrinsically agents of goodness. Indeed, certain evil sects enjoy the irony of constructing beatific “fauxangels” to guard their profane temples. In such cases, a clockwork angel’s appearance is often augmented with grisly additions meant to blaspheme against enemy faiths, yet such changes are largely cosmetic and have no effect on the creature’s statistics.

Clockwork angels are constructed around a spark of life harnessed from the Positive Energy Plane, which imbues them with a sort of artificial life and further bolsters their potency. A clockwork angel stands 7 feet tall and weighs 450 pounds.

Clockwork Angel Construction

The creator of a clockwork angel must start with specially prepared clockwork pieces worth 15,000 gp.

CL 16th; Price 200,000 gp


Feats Craft Construct; Spells fly, geas/quest, and greater magic weapon; Special creator must be at least caster level 16th; Skill Check(s) Craft (clockwork) DC 25; Cost 107,500 gp

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
scroll to top