Damascene Drow (Clockwork Automaton Drow Warrior 6)

This warrior looks at first glance like a typical dark-skinned drow, carrying a rapier in one hand and with a buckler strapped to the other, but closer examination reveals that the skin is in fact blackened metal and engraved with patterns reminiscent of tattoos, yet with no armor visible on him. The way he holds himself is almost mechanical, as if he has been standing in the same position for hours upon end with no discomfort.

Damascene Drow CR 6

XP 2,400
Damascene (clockwork automaton) drow warrior 6
CE Medium construct (augmented humanoid)
Init +3; Senses darkvision 120 ft.; Perception +8


AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 shield)
hp 39 (6d10+6)
Fort +5, Ref +5, Will +2; +2 vs. enchantment
DR 5/bludgeon; Immune sleep, automaton traits; Resist fire 5, cold 5; SR 11
Weaknesses light blindness, electric vulnerability, acid vulnerability


Speed 30 ft.
Melee masterwork rapier +11/+6 (1d6+1/18-20 plus poison)
Ranged masterwork hand crossbow +10 (1d4/19-20 plus poison)
Spell-Like Abilities (CL 16th)

1/daydancing lights, darkness, faerie fire


Str 12, Dex 17, Con –, Int 13, Wis 11, Cha 12
Base Atk +6; CMB +7; CMD 20
Feats Weapon Focus (rapier), Toughness, Weapon Finesse
Skills Acrobatics +9, Perception +8, Intimidate +10; Racial Modifiers +2 Perception, -5 Swim, +2 Disable Device, Disable Device as a class skill.
Languages Elven, Undercommon
SQ poison use, clockwork automation traits
Gear potion of cure light wounds (2), potion of haste, thunderstone; Other Gear masterwork studded leather, masterwork buckler; masterwork cold iron rapier, masterwork hand crossbow, 350 gp


Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Mental Vulnerability (Ex)

A clockwork automaton is a fully intelligent creature, and thus lacks the immunity to mind-affecting spells and abilities of the construct type, including morale bonuses or penalties.

Spirit Within (Ex)

Clockwork automaton’s are vulnerable to spells that rely on a soul, notably astral projection, clone, magic jar, and soul bind. No other necromantic effects may affect them as per the construct type.

Inorganic Functioning (Ex)

A clockwork automaton is susceptible to electrical currents and such is treated as having electric vulnerability, taking 150% damage from all electrical attacks and effects. If the automaton is immune to electrical damage, they take no damage but are instead dazed for 1d4 rounds (no save).

A clockwork automaton can only be repaired by spells that affect the construct type such as rapid repair. In addition a clockwork automaton is not subject to massive damage, are not subject to the rules for damaging items.

If a clockwork automaton reaches 0 HP or below, the automaton will case functioning and be treated as unconscious. Additional damage may be inflicted while an automaton is unconscious, but it cannot be truly destroyed by normal means. An automaton may be restored by use of the make whole spell, the craft construct feat, or other repair spells for constructs. Regardless of the method used, the repair consumes an additional 2,000 GP in material cost, plus an additional 500 GP in for every hit point below 0 and will leave the automaton at 1 HP. All repairs must be performed no later than 1 day / character level, otherwise the cost increases to 6,000 GP in materials and 1,000 GP for every hit point below 0. Some aspect of the original automaton must be present for repairs to commence, and once restored additional parts not used in the restoration go inert. An automaton can be reincarnated once below 0 hp, provided the spirit is willing.

If the automaton has been melted down or reduced to dust by disintegration or similar spell, the soul is unbound from the body and the automaton is dead, as per organic creatures in the same state. They may only be brought back by a carefully worded wish or miracle spell, provided the spirit is willing, at which point the automaton is restored back to life in full condition with no extra cost or penalties.

Oiled Workings (Ex)

A clockwork automaton targeted by a grease spell gains increased movement for 1d4 rounds, as per the haste spell.

Metallic Body (Ex)

A clockwork automaton is susceptible to spells that affect metal, and in turn is considered a ferrous creature. A successful rusting grasp spell will in addition to damage leave the automaton staggered for 1d4 rounds (no save). Spells that alter the temperature of metal, such as heat metal, may be cast directly on the surface of an automaton. An automaton under this effect will take no additional damage, but deal damage as outlined in the spell text for every round in a successful grapple. The items worn by the automaton may still be cast upon and will deal damage as normal.

Delicate Joints (Ex)

A clockwork automaton is susceptible to acid corrosion, and is treated as having acid vulnerability, taking 150% damage from all acid attacks and effects. If the automaton is immune to acid damage, they take no damage but instead are treated as entangled for 1d4 rounds (no save).

Conductive Frame (Ex)

A clockwork automaton is susceptible to electrical currents and such is treated as having electric vulnerability, taking 150% damage from all electrical attacks and effects. If the automaton is immune to electrical damage, they take no damage but are instead dazed for 1d4 rounds (no save).

Reinforced Design (Ex)

A clockwork automaton is slightly sturdier than the base creature it was designed after, and in turn has a damage reduction of 5/bludgeoning and gains an energy resistance of 5 against cold and fire damage.

Maintenance (Ex)

While not requiring food, drink, or sleep, the automaton requires periodic maintenance to their body. This process takes one hour of time and involves cleaning components, adjusting fit of gears and repairing any damaged parts, and reapplying lubricants. This requires an hour of time and a Disable Device (DC15). Failure results in needing to repeat the task. The automaton may do this procedure to itself, but the difficulty of the Disable Device (DC25) rises and an additional Sleight of Hand (DC25) check is required due to the difficulty of reaching parts.

Maintenance must be performed once per month. For every two months without maintenance, the automaton takes a -1 penalty to all attack rolls, saves, and checks, persisting until maintenance is performed. An automaton that goes more than one year without maintenance will shut down as if unwound, and will not be able to be restarted until maintenance is performed.

Integration (Ex)

The clockwork automaton has the unique ability to incorporate some magical or masterwork items into its body semi-permanently. This only applies to wearable items that provide a persistent effect (such as armor, necklaces, or rings). All persistent effects remain including armor bonuses and magical abilities, while triggered effects such as magical charges or per day effects are unavailable while the items are integrated. This procedure prevents the items from being targeted by spells or abilities, but does not negate any penalties from wearing (such as armor check penalties or maximum dexterity/speed from confining armor, any penalties from wearing armor without appropriate training). All ‘slots’ with an integrated piece of equipment are still considered used, and they cannot wear additional items (such as two amulets, three rings, or so on) unless normally permitted. Integrating a piece of equipment involves four hours of work, does not destroy the item, and cannot be complete by the automaton itself. Removing an integrated item involves four hours of work.

Section 15: Copyright Notice

Clockwork Automaton © 2011, Authors: J. Augis, B. Nace, R. Veneklase. All rights reserved.

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