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- {
- "ac": 18,
- "alignment": "N",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 1,
- "constitution": 1,
- "creature_ability": [
- "Wind-Up",
- "Bottoms Up",
- "Pre-Programmed Greeting"
- ],
- "creature_family": "Clockworks",
- "creature_family_markdown": "[Clockworks](/MonsterFamilies.aspx?ID=223)",
- "dexterity": 3,
- "exclude_from_search": false,
- "fortitude_save": 8,
- "hp": 40,
- "hp_raw": "40",
- "id": "creature-1926",
- "image": [
- "/Images/Monsters/Clockwork_ClockworkBrewer.png"
- ],
- "immunity": [
- "death effects",
- "disease",
- "doomed",
- "drained",
- "fatigued",
- "healing",
- "mental",
- "necromancy",
- "nonlethal attacks",
- "paralyzed",
- "poison",
- "sickened",
- "unconscious"
- ],
- "immunity_markdown": "[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)",
- "intelligence": -5,
- "language_markdown": "",
- "level": 3,
- "markdown": "<title level=\"1\" pfs=\"\">[Clockwork Brewer](/Monsters.aspx?ID=1926)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nWith the rise of the automated workforce in Alkenstar came the “professional” line of clockworks, capable of carrying out more complex tasks and even interacting with the public. These clockworks were given modules inscribed with information and procedures for carrying out a specific profession. The clockwork brewer is one such example, capable of extracting wort, stirring a fermenter, or monitoring a boiling temperature. As many other types of clockwork professional exist as there are professions; clockworks have been programmed to reshelf library books, swab ship decks, and fill holes in heavily trafficked roads.\n\n Clockwork professionals made by reputable manufacturers are generally considered safe to interact with the public. Accidents have been known to occur, however, particularly when careless engineers fail to perform regular maintenance checks or when operators program a clockwork with insufficiently specific directives. Flesh and blood laborers forced to work in close proximity to a clockwork professional tend to keep a wide berth.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 20\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 18\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 15\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Clockwork_ClockworkBrewer.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 3\">[Clockwork Brewer](/Monsters.aspx?ID=1926)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n<trait label=\"Mindless\" url=\"/Traits.aspx?ID=108\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 84</row>\n\n**Perception** +8; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\n\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +9, [Brewing Lore](/Skills.aspx?ID=8) +8\r\n\r\n<row gap=\"medium\">\r\n**Str** +4\r\n\r\n**Dex** +3\r\n\r\n**Con** +1\r\n\r\n**Int** -5\r\n\r\n**Wis** +3\r\n\r\n**Cha** +1\r\n</row>\r\n\r\n**Wind-Up** 24 hours, DC 18, standby\r\n\r\n**Items**\r\n[Artisan's Tools](/Equipment.aspx?ID=3) (brewing)\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 18 \r\n\r\n**Fort** +8 \r\n\r\n**Ref** +10 \r\n\r\n**Will** +8 \n\n</row>\r\n\r\n**HP** 40\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\r\n\r\n**Resistances**\r\nphysical 3 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)\r\n\r\n**Weaknesses**\r\n[electricity](/Traits.aspx?ID=56) 3, [orichalcum](/Equipment.aspx?ID=378) 3\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nleg +9 ([Agile](/Traits.aspx?ID=170), [Unarmed](/Traits.aspx?ID=199)),\r\n**Damage** 2d4+4 bludgeoning plus [Grab](/MonsterAbilities.aspx?ID=18)\n\n**Bottoms Up** <actions string=\"Single Action\" /> **Requirements** The clockwork brewer has a creature [grappled](/Actions.aspx?ID=35); **Effect** The clockwork brewer forcefeeds the grappled creature 1 serving of whatever liquid is in the clockwork brewer's tank (typically beer such as Smokeside Sour; see sidebar). The creature is exposed to the liquid's effects, and it can't [breathe](/Rules.aspx?ID=468) or speak until the start of its turn.\r\n\r\n**Pre-Programmed Greeting** <actions string=\"Single Action\" /> ([Auditory](/Traits.aspx?ID=16), [Mental](/Traits.aspx?ID=106)) The clockwork brewer clearly delivers a disarmingly friendly greeting to a creature within 30 feet. The creature attempts a DC 17 Will save. On a failure, the creature is [flat-footed](/Conditions.aspx?ID=16) against the clockwork brewer's next attack before the end of the brewer's next turn. The target is then immune to Pre-Programmed Greeting for 1 day.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Beer and Ale</title>\r\n\r\nBeer, ale, and their many variants are the liquids most commonly contained inside the tanks of Alkenstar's clockwork brewers.\n\n The following type of beer was originally popular among factory workers in the industrial quarters of Alkenstar, though it can now be found in taverns throughout most of the Inner Sea region.\n\n **Smokeside Sour** ([ingested](/Traits.aspx?ID=95), [poison](/Traits.aspx?ID=126)) **Saving Throw** DC 12 Fortitude; **Maximum Duration** 1 hour; **Stage 1** [clumsy 1](/Conditions.aspx?ID=3) (10 minutes); **Stage 2** clumsy 1 and [stupefied 1](/Conditions.aspx?ID=37) (10 minutes); **Stage 3** clumsy 2, stupefied 2, and [sickened](/Conditions.aspx?ID=34) (40 minutes)\r\n</aside>\r\n\r\n<document level=\"2\" id=\"creature-family-223\" />",
- "name": "Clockwork Brewer",
- "npc": false,
- "perception": 8,
- "rarity": "uncommon",
- "reflex_save": 10,
- "release_date": "2022-04-27",
- "resistance": {
- "bludgeoning": 3,
- "physical": 3,
- "piercing": 3,
- "slashing": 3
- },
- "resistance_markdown": "physical 3 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)",
- "resistance_raw": "physical 3 (except adamantine or orichalcum)",
- "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n<trait label=\"Mindless\" url=\"/Traits.aspx?ID=108\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 84</row>\r\n\r\n**Creature Family** [Clockworks](/MonsterFamilies.aspx?ID=223)\r\n\r\n<row gap=\"medium\">\r\n**HP** 40\r\n\r\n**AC** 18\r\n\r\n**Fort** +8\r\n\r\n**Ref** +10\r\n\r\n**Will** +8\r\n\r\n**Perception** +8\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWith the rise of the automated workforce in Alkenstar came the “professional” line of clockworks, capable of carrying out more complex tasks and even …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Medium"
- ],
- "skill": [
- "Athletics +9",
- "Brewing Lore +8"
- ],
- "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +9, [Brewing Lore](/Skills.aspx?ID=8) +8",
- "source": [
- "Pathfinder #178: Punks in a Powderkeg"
- ],
- "source_raw": [
- "Pathfinder #178: Punks in a Powderkeg pg. 84"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Outlaws of Alkenstar",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 84</row>",
- "speed": {
- "land": 25,
- "max": 25
- },
- "speed_markdown": "25 feet",
- "speed_raw": "25 feet",
- "spell_markdown": "",
- "spoilers": "Outlaws of Alkenstar",
- "strength": 4,
- "strongest_save": [
- "ref",
- "reflex"
- ],
- "summary": "With the rise of the automated workforce in Alkenstar came the “professional” line of clockworks, capable of carrying out more complex tasks and even …",
- "summary_markdown": "With the rise of the automated workforce in Alkenstar came the “professional” line of clockworks, capable of carrying out more complex tasks and even …",
- "text": " Clockwork Brewer With the rise of the automated workforce in Alkenstar came the “professional” line of clockworks, capable of carrying out more complex tasks and even interacting with the public. These clockworks were given modules inscribed with information and procedures for carrying out a specific profession. The clockwork brewer is one such example, capable of extracting wort, stirring a fermenter, or monitoring a boiling temperature. As many other types of clockwork professional exist as there are professions; clockworks have been programmed to reshelf library books, swab ship decks, and fill holes in heavily trafficked roads. Clockwork professionals made by reputable manufacturers are generally considered safe to interact with the public. Accidents have been known to occur, however, particularly when careless engineers fail to perform regular maintenance checks or when operators program a clockwork with insufficiently specific directives. Flesh and blood laborers forced to work in close proximity to a clockwork professional tend to keep a wide berth. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Clockwork Brewer Source Pathfinder #178: Punks in a Powderkeg pg. 84 Perception +8; darkvision Languages Skills Athletics +9, Brewing Lore +8 Str +4 Dex +3 Con +1 Int -5 Wis +3 Cha +1 Wind-Up 24 hours, DC 18, standby Items Artisan's Tools (brewing) --- AC 18 Fort +8 Ref +10 Will +8 HP 40 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 3 (except adamantine or orichalcum) Weaknesses electricity 3, orichalcum 3 --- Speed 25 feet Melee Single Action leg +9 (Agile, Unarmed), Damage 2d4+4 bludgeoning plus Grab Bottoms Up Single Action Requirements The clockwork brewer has a creature grappled; Effect The clockwork brewer forcefeeds the grappled creature 1 serving of whatever liquid is in the clockwork brewer's tank (typically beer such as Smokeside Sour; see sidebar). The creature is exposed to the liquid's effects, and it can't breathe or speak until the start of its turn. Pre-Programmed Greeting Single Action (Auditory, Mental) The clockwork brewer clearly delivers a disarmingly friendly greeting to a creature within 30 feet. The creature attempts a DC 17 Will save. On a failure, the creature is flat-footed against the clockwork brewer's next attack before the end of the brewer's next turn. The target is then immune to Pre-Programmed Greeting for 1 day. Beer and Ale Beer, ale, and their many variants are the liquids most commonly contained inside the tanks of Alkenstar's clockwork brewers. The following type of beer was originally popular among factory workers in the industrial quarters of Alkenstar, though it can now be found in taverns throughout most of the Inner Sea region. Smokeside Sour (ingested, poison) Saving Throw DC 12 Fortitude; Maximum Duration 1 hour; Stage 1 clumsy 1 (10 minutes); Stage 2 clumsy 1 and stupefied 1 (10 minutes); Stage 3 clumsy 2, stupefied 2, and sickened (40 minutes) ",
- "trait": [
- "Clockwork",
- "Construct",
- "Mindless",
- "Uncommon",
- "N",
- "Medium"
- ],
- "trait_markdown": "[Clockwork](/Traits.aspx?ID=331), [Construct](/Traits.aspx?ID=35), [Mindless](/Traits.aspx?ID=108), [Uncommon](/Traits.aspx?ID=159)",
- "trait_raw": [
- "Clockwork",
- "Construct",
- "Mindless",
- "Uncommon"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=1926",
- "vision": "Darkvision",
- "weakest_save": [
- "fort",
- "fortitude",
- "will"
- ],
- "weakness": {
- "electricity": 3,
- "orichalcum": 3
- },
- "weakness_markdown": "[electricity](/Traits.aspx?ID=56) 3, [orichalcum](/Equipment.aspx?ID=378) 3",
- "weakness_raw": " electricity 3, orichalcum 3",
- "will_save": 8,
- "wisdom": 3
- }
|