Barrel Launcher
Creature 14 (uncommon) — clockwork, construct, mindless
Pre-Remaster content. May include legacy alignment.
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +25
Skills acrobatics +29, athletics +25, stealth +27
Str
+6
Dex
+8
Con
+4
Int
-5
Wis
+0
Cha
-5
AC 34
Fort +23
Ref +29
Will +19
HP 250
Speed 30 feet, climb 20 feet
Offense
Melee Rapier Hand +29, Damage 3d6+12+2 piercing
Ranged Spinning Blade +29, Damage 2d10+9+2 slashing
Ranged Barrel +29, Damage 2d12+10 bludgeoning
Abilities
Attack of Opportunity — Attack Of Opportunity
Integrated Launcher — A projectile launcher is integrated into a clockwork assassin's systems, containing 10 spinning blades and five smoke bombs. When the assassin is destroyed, the launcher and its ammunition are also destroyed.
Smoke Vision — The clockwork assassin ignores the Concealed condition from smoke.
Wind-Up — For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a DC 31 Thievery check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.
Poison Ink (poison) — Saving Throw DC 38 Fortitude
Maximum Duration 10 rounds
Stage 1 3d6 poison damage and Sickened 1 (1 round)
Stage 2 4d6 poison damage and Sickened 2 (1 round).
Rapid Repair (manipulate) — The clockwork assassin spends 1 hour of its operational time to repair itself, regaining 25 Hit Points and refilling its integrated projectile launcher with 4 spinning blades (to a maximum of 10) and 2 smoke bombs (to a maximum of 5).
Smoke Bomb Launcher (manipulate) — The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a 10-foot burst within 60 feet of the clockwork assassin. Creatures within the area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Sneak Attack — The clockwork assassin's Strikes deal an additional 3d6+4 precision damage to Off-Guard creatures.
Unbalancing Blow — Creatures hit by the clockwork assassin's rapier hand Strike are Off-Guard until the start of the clockwork assassin's next turn.
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