Library / Bestiary

Clockwork Steed

CR 6.00 Construct N Large HD 8

These tireless constructs were designed by engineers as a replacement for normal horses. They can gallop ceaselessly for hours or even days if required. In addition to their endurance, clockwork steeds pack a powerful physical punch—blows from their hooves can send smaller creatures flying. Though many riders enjoy the unquestioning way that clockwork steeds accept commands from their riders, others find these steeds' lack of personality frustrating. Unlike normal horses, a clockwork steed lacks the ability to create a bond with its rider.

HP
74 (8d10+30)
AC
20, touch 12, flat-footed 17 (+1 Dex, +2 dodge, +8 natural, –1 size)
Init
+5
Speed
50 ft.
Fort
+2
Ref
+5
Will
+2
BAB
+8
CMB
+16
CMD
29 (33 vs. trip)
Melee
bite +14 (1d8+7), 2 hooves +9 (1d6+3)
Space
10 ft.
Reach
5 ft.
str
24
+7
dex
13
+1
con
-
int
-
wis
10
+0
cha
1
-5

Powerful Kick — As a standard action, the clockwork steed can make two hoof attacks with its rear hooves; if both hit, it can perform an awesome blow combat maneuver as the Awesome Blow feat. A clockwork steed gains a +4 racial bonus on this combat maneuver check.

trample (1d6+7, DC 21)

difficult to create

swift reactions

winding

Universal Monster Rules

Trample (1d6+7, DC 21) Ex from Universal Monster Rule
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Special Abilities

Difficult To Create from text
Powerful Kick from text
As a standard action, the clockwork steed can make two hoof attacks with its rear hooves; if both hit, it can perform an awesome blow combat maneuver as the Awesome Blow feat. A clockwork steed gains a +4 racial bonus on this combat maneuver check.
Swift Reactions from text
Winding from text

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Details
Type
Construct
Alignment
N
Size
Large
Environment
any land
Organization
solitary
Treasure
none
Senses
darkvision 60 ft., low-light vision; Perception +0
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
View references and cross-links for Clockwork Steed

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