Clockwork Runner Pack
Level 5Abilities
48 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 ha
HP 75 (4 segments); Thresholds 50 (3 segments), 25 (2 segments)
The clockwork runners reload the crossbows built onto their backs, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 19 reflex save). When the clockwork runners are reduced to 2 segments, this area decreases to a 5-foot burst.
1 to 3
Frequency once per round
Effect The clockwork runners engage in a pack attack against each enemy in a 5-foot emanation, with a DC 19 reflex save. The damage depends on the number of actions.
1 1d8 untyped damage
2 (2d8+3)[untyped|options:area-damage] damage
3 (2d8+7)[untyped|options:area-damage] damage
Frequency once per round
Effect The clockwork runner pack Strides, ignoring difficult terrain (but not greater difficult terrain). At the end of this movement, each enemy in a 5-foot emanation takes 1d8 untyped damage (DC 19 reflex save).
Clockwork runners are units build for speed. Mimicking large cats, they sacrifice sturdiness for agility. Runners provide excellent battlefield control by speedily traversing diverse terrain types, able to cut off enemy units and provide covering fire for allies with their built-in crossbows. As clockworks, they do need to be rewound, making them less ideal for longer deployments.