Monster Dossier

Clockwork Assassin

Clockwork Assassin is a fantasy monster entry from source AoE5.

Level 13

Traits

uncommonnmediumclockworkconstructmindless

Rules & statistics

Monster Profile

Perception

23

Senses

  • Name
    darkvision
  • Name
    smoke vision

Skills

Acrobatics
29
Athletics
25
Stealth
27

Ability Mods

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

Defenses

Ac
34
Saving Throws
Fort
23
Ref
29
Will
19
Hp
  • Hp
    230
Immunities
  • bleed
  • death effects
  • disease
  • doomed
Weaknesses
  • Amount
    15
    Name
    electricity
  • Amount
    15
    Name
    orichalcum

Speed

Walk
30
Climb
20

Attacks

  • Range
    Melee
    Name
    rapier hand
    Attack
    27
    Traits
    • deadly
    • disarm
    • finesse
    • magical
    Effects
    • unbalancing blow
    Damage
    3d6+12 piercing plus unbalancing blow
    Types
    • piercing
  • Range
    Ranged
    Name
    spinning blade
    Attack
    27
    Traits
    • agile
    • deadly
    • magical
    • range increment
    Damage
    2d10+9 slashing
    Types
    • slashing

Abilities

Top
  • Entries
    • 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.
    Name
    Integrated Launcher
  • Entries
    • The assassin ignores the concealed condition from smoke.
    Name
    Smoke Vision
  • Entries
    • 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 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.
    Name
    Wind-Up
Mid
  • Activity
    Number
    1
    Unit
    reaction
    Name
    Attack of Opportunity
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • manipulate
    Entries
    • 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).
    Name
    Rapid Repair
  • Activity
    Number
    1
    Unit
    action
    Traits
    • manipulate
    Entries
    • 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.
    Name
    Smoke Bomb Launcher
  • Entries
    • The clockwork assassin's Strike||Strikes deal an additional 3d6 precision damage to flat-footed creatures.
    Name
    Sneak Attack
  • Entries
    • Creatures hit by the clockwork assassin's rapier hand Strike are flat-footed until the start of the clockwork assassin's next turn.
    Name
    Unbalancing Blow

Background

Lore

No lore provided.