Clockwork Assassin

Level 13
Creature· clockworkUncommonMediumLegacy
AC
34
HP
230
Speed
30 ft.
Perception
+23
Fort
+23
Ref
+29
Will
+19
Resistances physical 10
Weaknesses electricity 15, orichalcum 15
Senses darkvision
Skills acrobatics +29, stealth +27, athletics +25
Other Speeds climb 20 ft.
Recall Knowledge DC 33 (arcana)

Attacks

Melee Rapier Hand +27 (deadly-d8, disarm, finesse, magical), Damage 3d6+12 piercing
Melee Spinning Blade +27 (agile, deadly-d10, magical), Damage 2d10+9 slashing

Abilities

Attack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Integrated Launcher

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.

Smoke Vision

The clockwork assassin ignores the Concealed condition from smoke.

Wind-Up

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

Rapid Repair

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).

Smoke Bomb Launcher

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.

Sneak Attack

The clockwork assassin's Strikes deal an additional 3d6 precision damage to Off-Guard creatures.

Unbalancing Blow

Creatures hit by the clockwork assassin's rapier hand Strike are Off-Guard until the start of the clockwork assassin's next turn.