Glass Buccaneer

Level 9
Creature· clockworkUncommonMediumLegacy
AC
28
HP
154
Speed
25 ft.
Perception
+18
Fort
+17
Ref
+21
Will
+15
Resistances physical 5
Weaknesses sonic 10
Senses darkvision
Skills stealth +20, athletics +18, deception +12
Recall Knowledge DC 28 (arcana)

Attacks

Melee Scimitar +21 (forceful, magical, sweep), Damage 2d6+11 slashing
Melee Arm Gun +21 (concussive, magical, reload 1 ft., scatter 10 ft.), Damage 2d8+6 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 have 0

Spell Reflection

Trigger The glass buccaneer is targeted by a spell


Effect The buccaneer positions its reflective magical surfaces to turn the spell back on the caster. It tries to counteract the spell, making an Athletics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster.

Vulnerable to Shatter

The glass buccaneer is affected by the Shatter spell as though it were an unattended object.

Firearms Critical Specialization

When the buccaneer makes a critical hit with a firearm, the target must succeed at a DC 28 fortitude save or be Stunned 1.

Pirate's Feint

The clockwork buccaneer Feints. If the target becomes Off-Guard to the buccaneer's melee attacks, it becomes off-guard to the buccaneer's ranged attacks as well.

Refill Tank

Requirements The clockwork buccaneer is within 15 feet of a water source containing at least 100 gallons of water


Effect The clockwork buccaneer extends a clockwork tube and sucks up water to refill its water tank.

Sneak Attack

The clockwork buccaneer deals an extra 2d6 precision damage to Off-Guard creatures.

Water Jet

Requirements The clockwork buccaneer has a full water tank


Effect The clockwork buccaneer fires a narrow but highly pressurized blast of water in a 60-foot area, dealing 10d6 bludgeoning damage to creatures and unattended objects in the area (DC 28 fortitude; unattended objects automatically fail). Creatures and objects that fail the save are also knocked back 5 feet (10 feet on a critical failure). This empties the buccaneer's water tank.

Water Jump

Requirements The clockwork buccaneer has a full water tank


Effect The clockwork buccaneer jumps 60 feet, propelling itself through the air with a jet of water. This empties the buccaneer's water tank.

Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships. In addition to an internal water tank and hydraulic pumps, most clockwork buccaneers are equipped with a cutlass and arm gun loaded with scatter shot.


As one delves deeper into the industrial heart of Alkenstar, the clockwork adversaries one faces become ever more complex and deadly.