Monster Dossier
Clockwork Gunner
Custom-built clockwork prototype
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.