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Barrel Launcher

Creature 14 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

ShadeSniperLANDVERTICALclockworkconstruct

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +25; darkvision; smoke vision
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
Immunities mental
Speed 30 feet, climb 20 feet

Offense

Melee Rapier Hand (deadly-d8, disarm, finesse, magical) +29, Damage 3d6+12+2 piercing plus Unbalancing Blow
Ranged Spinning Blade (agile, deadly-d10, magical) +29, range increment 120 feet, Damage 2d10+9+2 slashing
Ranged Barrel +29, range increment 60 feet, Damage 2d12+10 bludgeoning plus Poison Ink

Abilities

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.

WORKS WELL WITH

AnvilLAND / VERTICALAnvil holds the frontline while the Barrel Launcher flanks through smoke to deliver Sneak Attack.
CrasherLAND / VERTICALCrasher creates chaos that the Barrel Launcher exploits with precision damage from smoke cover.
WeaverLAND / VERTICALWeaver compounds the Launcher's concealment tactics with additional forced movement and area denial.

PUNISHES

✖ vision dependency✖ melee reliance✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #161: Belly of the Black Whale.

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