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Clockwork Injector

Creature 14 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

FlankerShadeLANDVERTICALconstruct

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

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

Offense

Melee Rapier Hand (deadly-d8, disarm, finesse, magical) +29, Damage 3d6+12+2 piercing plus Unbalancing Blow
Melee Syringe (magical, reach-10) +29, Damage 4d6+10 piercing plus 1d12 acid
Ranged Spinning Blade (agile, deadly-d10, magical) +29, range increment 120 feet, 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.

WORKS WELL WITH

AnvilLAND / VERTICALAnvil holds enemies in melee, creating off-guard flanking opportunities for sneak attack.
SnareLAND / VERTICALSnare area denial combines with smoke bombs to control enemy positioning and force off-guard conditions.
WeaverLAND / VERTICALWeaver debuffs reduce enemy defenses, amplifying the injector's stealth and precision damage.

PUNISHES

✖ clumping✖ ranged reliance✖ standing still✖ low Perception
Pairing multiple Flankers creates competition for off-guard positioning triggers.
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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