Clockwork InjectorCreature 14
Source Pathfinder #161: Belly of the Black Whale
Perception +23 (darkvision, smoke vision)
Languages none
Skills Acrobatics +29, Athletics +25, Stealth +27
Str +6, Dex +8, Con +4, Int -5, Wis +0, Cha -5
AC 34; Fort +23; Reflex +29; Will +19;
HP 250
Speed 30 feet (climb 20 feet)
rapier hand +29 (+24, +19) to hit (deadly d8, disarm, finesse, magical) 3d6+12+2 Piercing
syringe +29 (+24, +19) to hit (magical, reach 10) 4d6+10 Piercing + 1d12 Acid
spinning blade +29 (+25, +21) to hit (agile, deadly d10, magical, range increment 120) 2d10+9+2 Slashing
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 LauncherA 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 VisionThe clockwork assassin ignores the concealed condition from smoke.
Wind-UpFor 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 can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a DC 33 thievery check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.
Rapid Repair (manipulate)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 (manipulate)The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a 10-foot burst 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 AttackThe clockwork assassin's Strikes deal an additional 3d6+4 precision damage to flat-footed creatures.
Unbalancing BlowCreatures hit by the clockwork assassin's rapier hand Strike are flat-footed until the start of the clockwork assassin's next turn.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClockworkClockworks are intricate, complex constructs that can be programmed to perform specific functions.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.