Clockwork Fiend

Resembling a metallic horned devil, this apparatus whirs with the sound of internal mechanisms.

Clockwork Fiend CR 17

XP 102,400
N Medium construct (clockwork)
Init +12; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +0


AC 32, touch 20, flat-footed 22 (+8 Dex, +2 dodge, +12 natural)
hp 146 (23d10+20)
Fort +7, Ref +17, Will +7
DR 15/adamantine; Immune construct traits, fire
Weaknesses vulnerable to electricity


Speed 30 ft.
Melee bite +34 (2d8+11/18–20/×3), 2 claws +34 (2d6+11 plus bleed), 2 wings +29 (1d8+5)
Space 5 ft.; Reach 5 ft. (10 ft. with wings)
Special Attacks bleed (2d8), explosive rend, overdrive


Str 32, Dex 26, Con —, Int —, Wis 11, Cha 1
Base Atk +23; CMB +34; CMD 54
Feats Improved InitiativeB, Lightning ReflexesB
SQ difficult to create, swift reactions, winding


Explosive Rend (Su)

When a clockwork fiend makes two successful claw attacks against the same target in 1 round, its claws ignite into an explosive blast of fire. The target of the attack and all creatures within a 5-foot radius of the clockwork fiend take 10d6 points of fire damage. A successful DC 21 Reflex save halves this damage. The save DC is Constitution-based.

Overdrive (Su)

Once per day when a clockwork fiend is reduced below 100 hit points, its internal systems significantly augment the construct. Entering overdrive drastically reduces the clockwork fiend’s remaining winding time, and as a result, the clockwork fiend can operate for only 2d4+10 rounds before it ceases to function and requires further winding. Once overdrive is triggered, the clockwork fiend immediately gains the following effects for as long as it remains functional.

  • Gains 100 temporary hit points. These hit points last until the clockwork fiend ceases functioning or is rewound.
  • Gains an aura of fire. All creatures within 10 feet take 2d6 points of fire damage at the beginning of the clockwork fiend’s turn.
  • Makes all attacks as if using Power Attack (–6 on attack rolls, +12 points of damage on all natural attacks).

Savage Bite (Ex)

A clockwork fiend’s bite threatens a critical hit on a roll of 18–20 and deals triple damage on a successful critical hit.


Environment any
Organization solitary, pair, or blasphemy (2 clockwork fiends plus 4–8 clockwork angels)
Treasure none

Clockwork fiends often guard religious sites, but their tactics focus on an overwhelmingly strong offensive.

Clockwork Fiend Construction

The creator of a clockwork fiend must start with crafted clockwork pieces worth 20,000 gp.

CL 18th; Price 280,000 gp


Feats Craft Construct; Spells delayed blast fireball, fire shield, geas/quest, and rage; Special creator must be at least caster level 18th; Skill Check(s) Craft (clockwork) DC 25; Cost 150,000 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.

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