{ "ac": 34, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": -5, "constitution": 4, "creature_ability": [ "Integrated Launcher", "Smoke Vision", "Wind-Up", "Attack of Opportunity", "Rapid Repair", "Smoke Bomb Launcher", "Sneak Attack", "Unbalancing Blow" ], "creature_family": "Clockworks", "creature_family_markdown": "[Clockworks](/MonsterFamilies.aspx?ID=223)", "dexterity": 8, "exclude_from_search": false, "fortitude_save": 23, "hp": 230, "hp_raw": "230", "id": "creature-1004", "image": [ "/Images/Monsters/ClockworkAssassin.png" ], "immunity": [ "bleed", "death effects", "disease", "doomed", "drained", "fatigued", "healing", "mental", "necromancy", "nonlethal attacks", "paralyzed", "poisoned", "sickened", "unconscious" ], "immunity_markdown": "bleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)", "intelligence": -5, "language_markdown": "", "level": 13, "markdown": "[Clockwork Assassin](/Monsters.aspx?ID=1004)\r\n\r\n\r\n\r\n\r\n\r\nExceptionally efficient and utterly merciless, clockwork assassins carry out their murderous directives with mechanical precision. Though they can disguise themselves, upon close inspection, they're plainly artificial, with just a single eye and weapons integrated into their arms.\r\n\r\n\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 33\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 31\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 28\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Clockwork Assassin](/Monsters.aspx?ID=1004)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #160: Assault on Hunting Lodge Seven](/Sources.aspx?ID=49) pg. 82\n\n**Perception** +23; [darkvision](/MonsterAbilities.aspx?ID=12), smoke vision\r\n\r\n**Languages**\n\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +29, [Athletics](/Skills.aspx?ID=3) +25, [Stealth](/Skills.aspx?ID=15) +27\r\n\r\n\r\n**Str** +6\r\n\r\n**Dex** +8\r\n\r\n**Con** +4\r\n\r\n**Int** -5\r\n\r\n**Wis** +0\r\n\r\n**Cha** -5\r\n\r\n\r\n**Integrated Launcher** A 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 Vision** The clockwork assassin ignores the [concealed](/Conditions.aspx?ID=4) condition from smoke.
**Wind-Up** For 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 31 [Thievery](/Skills.aspx?ID=17) check to [Disable a Device](/Actions.aspx?ID=69) 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.\n\n
\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 34 \r\n\r\n**Fort** +23 \r\n\r\n**Ref** +29 \r\n\r\n**Will** +19 \n\n\r\n\r\n**HP** 230\n\n**Immunities**\r\nbleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\r\n\r\n**Resistances**\r\nphysical 10 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)\r\n\r\n**Weaknesses**\r\nelectricity 15, [orichalcum](/Equipment.aspx?ID=378) 15\r\n\r\n**[Attack of Opportunity](/MonsterAbilities.aspx?ID=3)** \r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 30 feet, climb 20 feet\r\n\r\n**Melee**\r\n\r\nrapier hand +27 ([deadly d8](/Traits.aspx?ID=174), [Disarm](/Traits.aspx?ID=175), [Finesse](/Traits.aspx?ID=179), [Magical](/Traits.aspx?ID=103)),\r\n**Damage** 3d6+12 piercing plus unbalancing blow\r\n\r\n**Ranged**\r\n\r\nspinning blade +27 ([Agile](/Traits.aspx?ID=170), [deadly d10](/Traits.aspx?ID=174), [Magical](/Traits.aspx?ID=103), [range increment 120 feet](/Traits.aspx?ID=248)),\r\n**Damage** 2d10+9 slashing\n\n**Rapid Repair** ([Manipulate](/Traits.aspx?ID=104)) 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).\r\n\r\n**Smoke Bomb Launcher** ([Manipulate](/Traits.aspx?ID=104)) 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](/Conditions.aspx?ID=4), and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.\r\n\r\n**[Sneak Attack](/MonsterAbilities.aspx?ID=34)** The clockwork assassin's Strikes deal an additional 3d6 precision damage to [flat-footed](/Conditions.aspx?ID=16) creatures.\r\n\r\n**Unbalancing Blow** Creatures hit by the clockwork assassin's rapier hand Strike are [flat-footed](/Conditions.aspx?ID=16) until the start of the clockwork assassin's next turn.\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Clockwork Assassin", "npc": false, "perception": 23, "rarity": "uncommon", "reflex_save": 29, "release_date": "2020-10-14", "resistance": { "bludgeoning": 10, "physical": 10, "piercing": 10, "slashing": 10 }, "resistance_markdown": "physical 10 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)", "resistance_raw": "physical 10 (except adamantine or orichalcum)", "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #160: Assault on Hunting Lodge Seven](/Sources.aspx?ID=49) pg. 82\r\n\r\n**Creature Family** [Clockworks](/MonsterFamilies.aspx?ID=223)\r\n\r\n\r\n**HP** 230\r\n\r\n**AC** 34\r\n\r\n**Fort** +23\r\n\r\n**Ref** +29\r\n\r\n**Will** +19\r\n\r\n**Perception** +23\r\n\r\n\r\n\r\n---\r\n\r\n\r\nExceptionally efficient and utterly merciless, clockwork assassins carry out their murderous directives with mechanical precision. Though they can …\r\n", "sense": " darkvision , smoke vision", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12), smoke vision", "size": [ "Medium" ], "skill": [ "Acrobatics +29", "Athletics +25", "Stealth +27" ], "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +29, [Athletics](/Skills.aspx?ID=3) +25, [Stealth](/Skills.aspx?ID=15) +27", "source": [ "Pathfinder #160: Assault on Hunting Lodge Seven" ], "source_raw": [ "Pathfinder #160: Assault on Hunting Lodge Seven pg. 82" ], "source_category": "Adventure Paths", "source_group": "Agents of Edgewatch", "source_markdown": "[Pathfinder #160: Assault on Hunting Lodge Seven](/Sources.aspx?ID=49) pg. 82", "speed": { "climb": 20, "land": 30, "max": 30 }, "speed_markdown": "30 feet, climb 20 feet", "speed_raw": "30 feet, climb 20 feet", "spell_markdown": "", "spoilers": "Agents of Edgewatch", "stealth": "27", "strength": 6, "strongest_save": [ "ref", "reflex" ], "summary": "Exceptionally efficient and utterly merciless, clockwork assassins carry out their murderous directives with mechanical precision. Though they can …", "summary_markdown": "Exceptionally efficient and utterly merciless, clockwork assassins carry out their murderous directives with mechanical precision. Though they can …", "text": " Clockwork Assassin Exceptionally efficient and utterly merciless, clockwork assassins carry out their murderous directives with mechanical precision. Though they can disguise themselves, upon close inspection, they're plainly artificial, with just a single eye and weapons integrated into their arms. Recall Knowledge - Construct (Arcana, Crafting): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Clockwork Assassin Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 82 Perception +23; darkvision, smoke vision Languages Skills Acrobatics +29, Athletics +25, Stealth +27 Str +6 Dex +8 Con +4 Int -5 Wis +0 Cha -5 Integrated Launcher A 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 Vision The clockwork assassin ignores the concealed condition from smoke. Wind-Up For 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 31 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. --- AC 34 Fort +23 Ref +29 Will +19 HP 230 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 15, orichalcum 15 Attack of Opportunity Reaction --- Speed 30 feet, climb 20 feet Melee Single Action rapier hand +27 (deadly d8, Disarm, Finesse, Magical), Damage 3d6+12 piercing plus unbalancing blow Ranged Single Action spinning blade +27 (Agile, deadly d10, Magical, range increment 120 feet), Damage 2d10+9 slashing 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 Single Action (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 Attack The clockwork assassin's Strikes deal an additional 3d6 precision damage to flat-footed creatures. Unbalancing Blow Creatures hit by the clockwork assassin's rapier hand Strike are flat-footed until the start of the clockwork assassin's next turn. Assassin Augmentations Clockwork assassins can feature a variety of abilities and mechanisms to better complete their assigned tasks. Assassins expecting to face large groups of enemies have integrated weapons that target multiple foes at once. Other assassins have magical integration, allowing them to cast useful spells. ", "trait": [ "Clockwork", "Construct", "Mindless", "Uncommon", "N", "Medium" ], "trait_markdown": "[Clockwork](/Traits.aspx?ID=331), [Construct](/Traits.aspx?ID=35), [Mindless](/Traits.aspx?ID=108), [Uncommon](/Traits.aspx?ID=159)", "trait_raw": [ "Clockwork", "Construct", "Mindless", "Uncommon" ], "type": "Creature", "url": "/Monsters.aspx?ID=1004", "vision": "Darkvision", "weakest_save": [ "will" ], "weakness": { "electricity": 15, "orichalcum": 15 }, "weakness_markdown": "electricity 15, [orichalcum](/Equipment.aspx?ID=378) 15", "weakness_raw": "electricity 15, orichalcum 15", "will_save": 19, "wisdom": 0 }