Clockwork Assassin

CREATURE 13

uncommon n medium clockwork construct mindless 

Perception +23; darkvision, smoke vision

Skills Acrobatics +29, Athletics +25, Stealth +27

Str +6 Dex +8 Con +4 Int -5 Wis +0 Cha -5

Integrated Launcher A projectile launcher is integrated into a clockwork assassin's systems, containing 10 spinning blades and 5 smoke bombs. When the assassin is destroyed, the launcher and its ammunition are also destroyed.

Smoke Vision The assassin ignores the concealed condition from smoke.

Wind-Up For the clockwork assassin to act, it must be wound by another creature using a unique key. 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 clockwork down. For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.

AC  34; Fort +23, Ref +29, Will +19

HP 230; Immunities bleed, death effects, disease, doomed; Weaknesses electricity 15, orichalcum 15

Attack of Opportunity [R]

Speed 30 feet, climb 20 feet

Melee [>] rapier hand +27 (deadly d8, disarm, finesse, magical), Damage 3d6+12 piercing plus unbalancing blow

Ranged [>] spinning blade +27 (agile, deadly d10, magical, range increment 120 feet), Damage 2d10+9 slashing

Rapid Repair [>] (manipulate) The clockwork assassin reduces its operational time by 1 hour 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. All 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 precision damage to flat-footed creatures.

Unbalancing Blow Creatures hit by the clockwork assassin's rapier hand Strike are flat-footed until the start of the clockwork assassin's next turn.

AoE5, page 50.

Open Clockwork Assassin in the interactive creatures list or browse all creatures starting with C.