All Creatures
Abilities | Monsters | NPCs


Clockwork Whale

This creature's description may contain spoilers. Click to revealOut of all ancient Azlant’s clockwork creations, clockwork whales are perhaps the most impressive—or at least the among the largest. Shaped like a bizarre fusion of a shark and an enormous toothed whale, clockwork whales patrolled the shipping lanes around Azlant for centuries before Earthfall shattered the continent, sinking it beneath the waves. Outfitted with complex programming and sensory arrays that allowed for near-perfect navigation, clockwork whales are thought to have been used primarily for securing new and safe nautical routes, although some served as naval transports during Azlant’s cold war with the empire’s ancient enemy, the alghollthus.

With jaws nearly a third of its entire length, a clockwork whale’s bite can slice neatly through smaller seafaring vessels and inflict devastating damage to the hulls of larger ones. These gears swiftly cut those swallowed whole into fragments that are then slowly washed away by the flow of water through tiny gaps in the creature’s body.

Elite | Normal | Weak
Proficiency without Level

Elite Clockwork WhaleCreature 18

Rare Gargantuan Clockwork Construct Mindless 
Source Pathfinder #220: Crypt of Runes pg. 87
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 43 (includes +5 from Rare) • Construct (Arcana, Crafting)
Perception +32; aquatic echolocation 120 feet, darkvision
Skills Athletics +37, Survival +32
Str +10, Dex +5, Con +6, Int -5, Wis +5, Cha -5
Aquatic Echolocation The clockwork whale can use its hearing as a precise sense at the listed range, but only underwater.
Astounding Orienteering While in a large body of water, the clockwork whale treats a failure at Survival checks to Sense Direction or Track as a success.
AC 42; Fort +33, Ref +30, Will +28
HP 335; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 15 (except adamantine or orichalcum); Weaknesses electricity 15, orichalcum 15
Self-Winding A clockwork whale winds itself through the act of swimming, and as long as it spends at least a minute a day swimming, it gains 24 hours of operational time. A creature can still attempt a DC 38 Thievery check to Disable a Device to cause the clockwork whale to lose 1 hour of operational time (or 2 hours on a critical success).
Speed 15 feet, swim 80 feet
Melee [one-action] jaws +35 [+30/+25] (reach 15 feet), Damage 3d12+2+18 piercing plus Improved GrabMelee [one-action] tail +33 [+29/+25] (agile, reach 15 feet), Damage 2d8+2+18 bludgeoning plus Push 15 feetGearsong [two-actions] (sonic) The whale creates a vocalization that can be heard up to 1 mile away, or 10 miles away underwater. Creatures in a 20-foot emanation (or a 60-foot emanation underwater) take 15d6 sonic damage (DC 40 basic Fortitude save). On a failed save, a creature is also stunned 1 (or stunned 3 on a critical failure). The whale can’t use Gearsong again for 1d4 rounds.Swallow Whole [one-action] (attack) Huge, 3d10+8 slashing, Rupture 35

Sidebar - Related Creatures Winding Up

Most clockworks must be wound with a unique key by another creature. This takes 1 minute, after which the clockwork remains operational for the listed amount of time. As long as a clockwork whale spends at least a minute every day swimming, its self-winding ability allows it to continue operating without needing this step. A clockwork whale that can’t swim (as might be the case after a clockwork whale becomes beached) usually remains operational for approximately 8 hours before it completely winds down. Full rules for clockwork winding appear here.

All Monsters in "Clockwork"

NameLevel
Clockwork Amalgam20
Clockwork Assassin13
Clockwork Brewer3
Clockwork Buccaneer9
Clockwork Cannoneer15
Clockwork Clock Tower20
Clockwork Disposer5
Clockwork Door Warden4
Clockwork Dragon16
Clockwork Fabricator4
Clockwork Handler1
Clockwork Hunter0
Clockwork Infantry11
Clockwork Mage9
Clockwork Puppeteer12
Clockwork Runner Pack5
Clockwork Sentry8
Clockwork Serpent8
Clockwork Serpent Spy1
Clockwork Soldier6
Clockwork Sphinx8
Clockwork Spy-1
Clockwork Whale17

Clockwork

Source Monster Core 2 pg. 70
Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.

The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key and typically have larger keys to allow for more torque—some even accommodate a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.

Winding Clockworks

A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block.

Wind-Up For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.

A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time (or 2 hours on a critical success). This can be done even if the clockwork is in standby mode.

A clockwork that lists standby in its wind-up entry has the following action.

Enter Standby [three-actions] The clockwork enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 circumstance penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).

Sidebar - Locations Clockwork Research

Clockworks were invented in ancient times, culminating in the clockwork army of Xin, the first emperor of ancient Thassilon, but were lost for millennia. Disparate peoples later rediscovered the techniques and began to alter and improve them. Today, the Clockwork Cathedral in Absalom is a center of clockwork research, with many breakthroughs also coming from the kingdom of Nex and the mechanically savvy Grand Duchy of Alkenstar. The Qadiran professor Hadia Al-Dannah, formerly of the Clockwork Cathedral, wrote the best-regarded modern text on clockwork design— Glorious Rhythms in Life and Mechanica.

Sidebar - Advice and Rules Malfunction!

Clockworks can be prone to errors if not well maintained or properly programmed. You might want to introduce one of the malfunctions listed on the facing page in a clockwork that is in disrepair or gets damaged heavily in battle (such as with a critical hit).

Backfire: The clockwork rolls a DC 5 flat check at the start of each of its turns. On a failure, it backfires, dealing 2d6 fire damage in a 15-foot cone, including to itself (basic Reflex save at the standard DC for its level), and is slowed 1 this turn.

Damaged Propulsion: The clockwork loses 1d4 hours of operational time at the end of each of its turns.

Loose Screws: When damaged, the clockwork attempts a DC 5 flat check. On a failure, a plate of its armor falls loose. It takes a status penalty to AC equal to the number of lost plates (up to –4).

Sidebar - Additional Lore Winding Routines

Maintaining a group of clockworks that are meant to operate on a regular basis takes planning and attention. A cadre of clockwork soldiers set to patrol a location needs to be regularly wound. Typically, one or more servants are assigned to wind all the clockworks serving in one place at a standard time.

Shelyn's Corner

×