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Glass Buccaneer

Creature 9 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

FlankerSniperLANDclockworkconstructmindless

Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships. In addition to an internal water tank and hydraulic pumps, most clockwork buccaneers are equipped with a cutlass and arm gun loaded with scatter shot. As one delves deeper into the industrial heart of Alkenstar, the clockwork adversarie

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +18; darkvision
Skills athletics +18, deception +12 (+20 to Feint), stealth +20
Str
+5
Dex
+6
Con
+3
Int
-5
Wis
+2
Cha
-5
Items Scimitar
AC 28 Fort +17 Ref +21 Will +15
HP 154
Immunities mental
Resistances physical (except adamantine, bludgeoning) 5
Weaknesses sonic 10
Speed 25 feet

Offense

Melee Scimitar (forceful, magical, sweep) +21, Damage 2d6+11 slashing
Ranged Arm Gun (concussive, magical, reload-1, scatter-10) +21, range 40 feet, Damage 2d8+6 piercing

Abilities

Wind-Up — 24 hours, DC 26 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.
Spell Reflection (arcane) —
Vulnerable to Shatter — The glass buccaneer is affected by the Shatter spell as though it were an unattended object.
Firearms Critical Specialization — When the buccaneer makes a critical hit with a firearm, the target must succeed at a DC 28 Fortitude save or be Stunned 1.
Pirate's Feint (mental) — The clockwork buccaneer Feints. If the target becomes Off-Guard to the buccaneer's melee attacks, it becomes off-guard to the buccaneer's ranged attacks as well.
Refill Tank
Sneak Attack — The clockwork buccaneer deals an extra 2d6 precision damage to Off-Guard creatures.
Water Jet
Water Jump

WORKS WELL WITH

AnvilLANDAnvil draws enemy focus so the buccaneer can set up Pirate's Feint and deliver Sneak Attack from a flanking angle.
CrasherLANDCrasher disrupts enemy formations, leaving targets off-guard for the buccaneer's sweep scimitar and scatter arm gun.
WeaverLANDWeaver bunches enemies together where the buccaneer's Sweep trait and Scatter weapon punish clumping with multiple hits.

PUNISHES

✖ clumping✖ spellcasting
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 #180: The Smoking Gun.

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