Carrion Construct and Clockwork Barricade

Carrion constructs are quite similar to flesh golems, except with even less quality control. They tend to be made with actively rotting parts, poorly preserved, and their creators are less picky over what goes into it. They’ll often be humanoid in base, but with bits and pieces taken from barnyard animals or other animal parts, and occasionally monster parts if the creator is very lucky. Overall, they tend to be weaker than flesh golems and don’t last as long before their parts fully deteriorate, but they’re far cheaper and sometimes that’s the deciding factor.

A 13th Age stat block for the carrion construct. The text is available below this picture.

Carrion Construct
4th level spoiler [construct]
Initiative: +5
Vulnerability: Cold and fire
Rotting Claws +8 vs. AC – 12 damage.
Natural Even Hit: The target is also affected by the carrion construct’s foul stench even if it’s hp is above 18 (save ends).
Foul Stench: While nearby the carrion construct, enemies with 18 hp or fewer are weakened.
Lightning Charged: Whenever the carrion construct would take lightning damage, it instead takes no damage and gains a +2 bonus to attacks and damage during its next turn.
AC 19 PD 18 MD 14 HP 64

Forged from thousands of precise gears, the clockwork barricade is incredibly expensive and time consuming to craft, but is nearly incomparable as a defensive wall. Literally, in that it can unfold into a full wall to both cut off and shred those who try to attack its ward, its many razor sharp gears forming a most imposing barrier. Whether unfolded into a wall or in its mobile form, it catches enemies in masses of gears and grinds them into a paste, leaving a horrifically gory mess behind.

A 13th Age stat block for the clockwork barricade. The text is available below this picture.

Clockwork Barricade
Large 7th level blocker [construct]
Initiative: +9
Gear Fist +12 vs. AC – 35 damage.
Natural Even Hit: The clockwork barricade can grab the target.
Grind +16 vs. PD (one grabbed enemy; includes +4 grab bonus) – 10 damage.
Quick Use: 1/turn, as a quick action.
Inorganic Immunity: The clockwork barricade is immune to conditions. It can’t be dazed, weakened confused, made vulnerable, touched by ongoing damage, etc.
Wall of Gears: As a standard action, the clockwork barricade can unfold into a wall of whirling gears. It can use a quick action to return to its normal form. While in wall form, it is stuck, but any enemy that moves nearby it must make a disengage check. On a failure, the enemy takes 15 damage and is engaged with the barricade. Any engaged enemy that attacks the barricade also takes 10 damage.
AC 23 PD 20 MD 17 HP 218

Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

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