Clockwork Mage

This faceless construct has a crystal wand set into its chest, bristling with arcane energy.
 

Clockwork Mage (CR 9)

Medium Construct (Clockwork)
Alignment: Neutral
Initiative: +9
Senses: Darkvision 60 feet, Low-Light Vision; Perception +2
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
Hit Points: 102 (15d10+20)
Saving Throws: Fort +5, Ref +12, Will +7
Damage Reduction: 5/adamantine
Immunity: construct traits
Spell Resistance: 20
Weaknesses: vulnerability to electricity
 

Offense

Melee: 4 slams +18 (1d4+3)
Reach: 5 feet
  Special Attacks: wand magic
 

Statistics

StrDexConIntWisCha
16 (+3) 21 (+5) - - 14 (+2) 1 (-5)
Base Attack Bonus: +15
CMB +18
CMD 35
  Feats: Improved Initiative, Lightning Reflexes
  Skills:
  Languages:
  Special Qualities: difficult to create, swift reactions, winding

 

Special Abilities

Wand Magic (Su)

A clockwork mage's wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage's spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
Abjuration: 1st-hold portal, shield; 2nd-protection from arrows, resist energy; 3rd-dispel magic
Conjuration: 1st-grease (DC 11), summon monster I; 2nd-glitterdust (DC 13), web (DC 13 3rd-stinking cloud (DC 14)
Enchantment: 1st-bungle (DC 11), sleep (DC 11 2nd-daze monster (DC 13), touch of idiocy; 3rd-deep slumber (DC 14)
Evocation: 1st-magic missile, shocking grasp (DC 11 2nd-gust of wind (DC 13), scorching ray; 3rd-fireball (DC 14)
Illusion: 1st-color spray (DC 11), vanish; 2nd-blur, hypnotic pattern (DC 13 3rd-displacement
Necromancy: 1st-cause fear (DC 11), ray of enfeeblement (DC 11), 2nd-blindness/deafness (DC 13), scare (DC 13 3rd-ray of exhaustion (DC 14)
Transmutation: 1st-expeditious retreat, reduce person (DC 11 2nd-alter self, spider climb; 3rd-haste
 

Ecology

Environment: Any Land
Organization: solitary
Treasure: none

  These constructs are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a wand into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unf linching and unquestioning casters to those who wants the benefit of spells without ego or free thought.
  A humanoid figure of mithral and steel, a clockwork mage has large crystal ball filled with shifting vapors for a head. It stands 7 feet tall.
  Construction:
  The creator of a clockwork mage must start with crafted clockwork pieces worth 2,000 gp.
  CLOCKWORK MAGE
  CL 12th; Price 84,000 gp
  Construction Requirements:
  Craft Construct, geas/quest, and mnemonic enhancer, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 43,000 gp