Monster Dossier
Clockwork Assassin
Clockwork Assassin is a fantasy monster entry from source AoE5.
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.