Clockwork Gunner

Level 8
Creature· clockworkUniqueMediumLegacy
AC
26
HP
100
Speed
25 ft.
Perception
+16
Fort
+14
Ref
+18
Will
+16
Resistances physical 10
Weaknesses electricity 10, orichalcum 10
Senses darkvision
Skills athletics +16
Recall Knowledge DC 34 (arcana)

Attacks

Melee Mace Multipistol +19 (critical-fusion, magical, shove), Damage 2d6+7 bludgeoning
Melee Dragon Mouth Pistol +20 (concussive, reload 1 ft., scatter 5 ft.), Damage 1d6+3 piercing
Melee Mace Multipistol +21 (capacity 3 ft., concussive, fatal-d8, magical, reload 1 ft.), Damage 2d4+3 piercing

Abilities

Wind-Upinteraction

24 hours, , standby


For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they h

Integrated Weapons

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.