Monster Dossier

Clockwork Gunner

Custom-built clockwork prototype

Level 8

Traits

uniquenmediumclockworkconstructmindless

Rules & statistics

Monster Profile

Perception

16

Senses

  • Name
    darkvision

Skills

Athletics
Std
16
To Disarm
18

Ability Mods

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)

Defenses

Ac
26
Saving Throws
Fort
14
Ref
18
Will
16
Hp
  • Hp
    100
Immunities
  • death effects
  • disease
  • doomed
  • drained
  • fatigued
  • healing
  • mental
  • necromancy
  • nonlethal attacks
  • paralyzed
  • poisoned
  • sickened
  • unconscious
Weaknesses
  • Name
    electricity
    Amount
    10
  • Name
    orichalcum
    Amount
    10
Resistances
  • Name
    physical
    Amount
    10
    Note
    except adamantine or orichalcum

Speed

Walk
25

Attacks

  • Range
    Melee
    Traits
    • critical fusion
    • magical
    • shove
    Name
    mace multipistol
    Attack
    19
    Damage
    2d6+7 bludgeoning
  • Range
    Ranged
    Traits
    • concussive
    • range increment
    • reload
    • scatter
    Name
    dragon-mouth pistol
    Attack
    20
    Damage
    1d6+3 piercing
  • Range
    Ranged
    Traits
    • capacity
    • concussive
    • fatal
    • magical
    • range increment
    • reload
    Name
    mace multipistol
    Attack
    21
    Damage
    2d4+3 piercing

Abilities

Top
  • Name
    Wind-Up
    Entries
    • 24 hours, 24, standby
Bot
  • Name
    Integrated Weapons
    Entries
    • 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.

Background

Lore

No lore provided.