You are a sentient machine.

Clockworks’ bodies facilitate the tasks for which they were created. Most clockworks stand between 4 and 8 feet tall and weigh as much as 800 pounds. All have humanoid shapes, but soldiers sport animal heads—stags, wolves, and lions being the most common. Clockworks who were servants more closely resemble humans, some slim and sleek, others short and portly. Clockworks are made from base metals, and their components have little value beyond maintaining their existence.

Clockwork Ancestry

Natural Defense: +2, Health: +4
Size: 1, Speed: 5 (No Swimming)
Immune: asleep, poisoned; deprivation, exposure, infection, suffocation.
Mechanical Repair: If the clockwork becomes incapacitated, it becomes an object and remains so until a creature can reach it uses an action to turn its key. A clockwork turned into an object and that is then destroyed loses this trait. 
Grind the Gears: at the start of the clockwork’s turn, if it is not confused, controlled, stunned, or unconscious, it can use this trait to increase the number of actions it can use on its turn by one. Then, at the end of the round, make a luck roll. On a failure, the clockwork becomes stunned (luck ends). A creature that can reach the clockwork can use an action to end the affliction early by turning the clockwork’s key. Once the clockwork uses this trait, it loses access to it (luck ends).
Mechanical Nature: If the clockwork is incapacitated, it becomes an object. Another creature can spend an action turning your key to stabilize you.