Clockwork Gunner

CREATURE 8

unique n medium clockwork construct mindless 

Custom-built clockwork prototype

Perception +16; darkvision

Skills Athletics +16 (+18 to Disarm)

Str +4 Dex +6 Con +2 Int -5 Wis +4 Cha -5

Items integrated dragon-mouth pistol (Guns & Gears 152), integrated +1 striking mace multipistol (Guns & Gears 159)

Wind-Up 24 hours, DC 24, standby

AC  26; Fort +14, Ref +18, Will +16

HP 100; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 10, orichalcum 10; Resistances physical 10 (except adamantine or orichalcum)

Speed 25 feet

Melee [>] mace multipistol +19 (critical fusion, magical, shove), Damage 2d6+7 bludgeoning

Ranged [>] dragon-mouth pistol +20 (concussive, range increment 20 feet, reload 1, scatter 5 feet), Damage 1d6+3 piercing

Ranged [>] mace multipistol +21 (capacity 3, concussive, fatal d8, magical, range increment 20 feet, reload 1), Damage 2d4+3 piercing

Integrated Weapons An integrated weapon is built into the limb of the clockwork gunner. They can't be disarmed, and they take 10 minutes to attach or remove. Each of a clockwork gunner's firearms can be loaded with 10 shots before they must be reloaded. Reloading a single round into either of these firearms takes 3 actions, or 10 minutes to fully reload a weapon. A clockwork gunner can't reload its own weapons.

OoA2, page 61.

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