Clockwork Deinonychus CR 4
N Medium construct (clockwork)
Init +6; Senses darkvision 60’, low-light vision, scent; Perception +8
AC 20, touch 15, flat-footed 15 (+1 Dodge, +4 Dex, +5 natural)
hp 42 (4d10+20)
Fort +1, Ref +7, Will +1
Defensive Abilities construct traits
Resist acid 10, fire 10, cold 10, sonic 10
Weakness vulnerability to electricity, metal body
Speed 60 ft.
Melee 2 talons +8 (1d8+4), bite +8 (1d6+4), foreclaws +3 (1d4+2)
Special Attacks pounce
Str 19 (+4), Dex 19 (+4), Con -, Int -, Wis 10 (+0), Cha 8 (-1)
Base Atk +4; CMB +8; CMD 18
Feats Dodge, Improved Initiative Lightning Reflexes, Run
Skills Acrobatics +13 (+19 jump), Perception +8, Stealth +12; Racial Modifers +8 Acrobatics, +8 Perception, +8 Stealth
Metal Body (Ex) A clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Run (Ex) When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Created Mind (Ex): A clockwork creature only accepts commands from its creator or designated surrogate. A surrogate can be designated by the creator for any length of time and be rescinded by the clockwork’s creator. If the clockwork creature is not mindless it can act independently of any commands that are given to it. If it wishes to directly disobey a command, a clockwork needs to make a successful Will save (DC 20). If the clockwork fails, it follows the command to the best of its ability as if under a command spell. If a command would destroy the clockwork creature or otherwise cause it harm, it gets a second Will save (DC 15) immediately after the first.
Once a clockwork’s creator dies or frees it, the clockwork becomes an independent creature no longer in thrall to its creator. A free clockwork no longer follows any other creature’s commands unless magically compelled. Clockworks typically continue to perform the last tasks it was commanded to complete. However, those clockworks that are not mindless can act independently an outside its last commands.
Creator Bond (Ex): A clockwork creature can instinctively detect the location of its creator within 100 ft., regardless of magical and natural barriers. Within this range the clockwork gains a +10 circumstance bonus vs. Bluff, Disguise checks and any other effect made to impersonate the clockwork’s creator.