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Clockwork Rifler

Creature 6 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic. Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert. The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device

Source: blood-lords-bestiary (Pre-Remaster)

Perception +16
Skills athletics +15
Str
+5
Dex
+3
Con
+4
Int
-5
Wis
+4
Cha
-5
AC 24 Fort +16 Ref +15 Will +12
HP 80
Resistances physical (except adamantine, orichalcum) 5
Weaknesses electricity 5, orichalcum 5
Speed 25 feet

Offense

Melee Bayonet +17, Damage 1d4 + 9 piercing
Ranged Double-Barreled Musket +18, Damage 2d6 + 9 piercing

Abilities

Wind-Up — 24 hours, DC 22 Thievery, standby For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m. A clockwork that lists standby in its wind-up entry 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 to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
Bayonet Charge — The clockwork rifler Strides twice and Strikes with its bayonet.

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