Clockwork Assassin
This sleek, one-eyed construct crouches, ready for battle. Its arms
end in weapons—a rapier and a compact crossbow bolt launcher.
CLOCKWORK ASSASSIN CR 13
XP 25,600
N Medium construct (clockwork)
Init +12; Senses darkvision 120 ft., low-light vision, mistsight;
Perception +0 (+20 in sentinel mode)
DEFENSE
AC 27, touch 20, flat-footed 17 (+8 Dex, +2 dodge, +7 natural)
hp 119 (18d10+20); fast healing 10
Fort +6, Ref +16, Will +6
Defensive Abilities evasion, rapid repair; DR 10/adamantine;
Immune construct traits
Weaknesses vulnerable to electricity
OFFENSE
Speed 40 ft., climb 30 ft.
Melee +1 rapier +25/+20/+15/+10 (1d6+7/15–20)
Ranged 4 projectiles +26 (1d4+6/19–20 or smoke)
Special Attacks projectile launcher, sneak attack +2d6
STATISTICS
Str 22, Dex 26, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +24; CMD 44
Feats Improved CriticalB (rapier), Improved InitiativeB
,
Lightning ReflexesB
Skills Climb +14, Perception +0 (+20 in sentinel mode); Racial
Modifiers +20 Perception in sentinel mode
SQ difficult to create, integrated rapier, standby, swift
reactions, winding
ECOLOGY
Environment any
Organization solitary, pair, or contract (3–8)
Treasure none
SPECIAL ABILITIES
Integrated Rapier (Ex) One of a clockwork assassin’s arms ends
in an integrated +1 rapier. This weapon cannot be disarmed,
sundered, or removed, and becomes nonmagical if the
clockwork is destroyed. A clockwork assassin’s
programming allows it to wield its +1 rapier
as if it were proficient in its use.
Projectile Launcher (Ex)
A clockwork can fire up
to four projectiles
from its hand
mechanism.
For each projectile, it chooses between a dagger-like metal
blade or a smoke bomb, in any combination it wishes. Each
attack resolves separately. Blades resolve as thrown daggers.
Smoke bombs function as smokesticks centered on the area
targeted. When created, a clockwork assassin’s projectile
launcher contains 40 blades and 10 smoke bombs.
Rapid Repair (Su) A clockwork assassin repairs damage dealt to
itself swiftly, gaining fast healing 10. Once per day, as a fullround action that provokes attacks of opportunity, a clockwork
assassin can bolster its rapid repair to heal 40 hp and refill its
projectile launcher with eight blades and two smoke bombs.
Standby (Ex) A clockwork assassin can place itself on standby as
a standard action. While on standby, it cannot move or take
any actions. It remains aware of its surroundings but takes a –4
penalty on Perception checks. Time spent on standby does not
count against its wind-down duration. A clockwork assassin can
exit standby as a swift action—if it does so to initiate combat, it
gains a +4 racial bonus on its Initiative check.
Clockwork assassins are efficient killers, ready to leap into
murderous action as soon as intruders are detected. A
clockwork assassin stands 6 feet tall and weighs 400 pounds.
CONSTRUCTION
The creator of a clockwork assassin must start with crafted
clockwork pieces worth 12,000 gp.
CLOCKWORK ASSASSIN
CL 16th; Price 150,000 gp
CONSTRUCTION
Requirements Craft Construct, gaseous form, geas/quest, keen
edge, and major creation, creator must be at least caster level
16th; Skill Craft (clockwork) DC 20; Cost 81,000 gp