← Bestiary index

Clockwork Injector

Creature 14 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

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

Perception +23
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
Resistances physical (except adamantine, orichalcum) 10
Weaknesses electricity 15, orichalcum 15
Speed 30 feet, climb 20 feet

Offense

Melee Rapier Hand +29, Damage 3d6+12+2 piercing
Melee Syringe +29, Damage 4d6+10 piercing plus 1d12 acid
Ranged Spinning Blade +29, Damage 2d10+9+2 slashing

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 33 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.
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.

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0.

Stat blocks are used under either the ORC License (Remaster content) or the Open Game License 1.0a (pre-Remaster content), depending on the source book. See our licenses page for the full attribution and the OGL Section 15 copyright notice.

Full licenses · Privacy · Terms

Run Clockwork Injector in the encounter builder — free, no install.

Open in PathfinderGM →