Barrel Launcher
Level 14Attacks
Abilities
A projectile launcher is integrated into a clockwork assassin's systems, containing 10 spinning blades and five smoke bombs. When the assassin is destroyed, the launcher and its ammunition are also destroyed.
The clockwork assassin ignores the Concealed condition from smoke.
For the clockwork assassin to act, it must be wound with a unique key by another creature. 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
Saving Throw DC 38 fortitude
Maximum Duration 10 rounds
Stage 1 3d6 poison damage and Sickened 1 (1 round)
Stage 2 4d6 poison damage and Sickened 2 (1 round).
The clockwork assassin spends 1 hour of its operational time 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).
The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a 10-foot area within 60 feet of the clockwork assassin. 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.
The clockwork assassin's Strikes deal an additional 3d6+4 precision damage to Off-Guard creatures.
Creatures hit by the clockwork assassin's rapier hand Strike are Off-Guard until the start of the clockwork assassin's next turn.