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- {
- "ac": 18,
- "alignment": "N",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": -5,
- "constitution": 0,
- "creature_ability": [
- "Wind-Up",
- "Salvage Ammunition",
- "Skirmish Strike",
- "Target Weakness"
- ],
- "creature_family": "Clockworks",
- "creature_family_markdown": "[Clockworks](/MonsterFamilies.aspx?ID=223)",
- "dexterity": 4,
- "exclude_from_search": false,
- "fortitude_save": 2,
- "hp": 12,
- "hp_raw": "12",
- "id": "creature-1924",
- "image": [
- "/Images/Monsters/Clockwork_ClockworkHunter.png"
- ],
- "immunity": [
- "death effects",
- "disease",
- "doomed",
- "drained",
- "fatigued",
- "healing",
- "mental",
- "necromancy",
- "nonlethal attacks",
- "paralyzed",
- "poison",
- "sickened",
- "unconscious"
- ],
- "immunity_markdown": "[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), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)",
- "intelligence": -5,
- "language_markdown": "",
- "level": 0,
- "markdown": "<title level=\"1\" pfs=\"\">[Clockwork Hunter](/Monsters.aspx?ID=1924)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nTasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's trustiest hunting companions—with a few choice modifications, of course. Few hunting dogs, for example, sport sturdy metal plating and an integrated crossbow bolt launcher. Over time, clockwork makers have unofficially adopted a common model for the hunter, making it fairly easy to find spare parts or compatible accessory modules.\n\n The city of Alkenstar owns a few dozen clockwork hunters for the purpose of keeping sewer tunnels free of vermin. Shieldmarshals sometimes drop boxes of extra crossbow bolts just inside sewer entrances, enabling clockwork hunters to resupply as needed.\n\n Other businesses that tend to purchase clockwork hunters include warehouses, butchers, and bakers—essentially, anywhere rats and other vermin tend to congregate. Though quick, a clockwork hunter's body isn't very sturdy and tends to fall apart after only minor abuse. Elite clockwork hunters are fitted with specialty armored plating, giving them resistance 2 to physical damage (except [adamantine](/Equipment.aspx?ID=374) or [orichalcum](/Equipment.aspx?ID=378)).\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 16\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 14\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 11\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Clockwork_ClockworkHunter.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 0\">[Clockwork Hunter](/Monsters.aspx?ID=1924)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Small\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n<trait label=\"Mindless\" url=\"/Traits.aspx?ID=108\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 82</row>\n\n**Perception** +7; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\n\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +4, [Stealth](/Skills.aspx?ID=15) +8\r\n\r\n<row gap=\"medium\">\r\n**Str** +0\r\n\r\n**Dex** +4\r\n\r\n**Con** +0\r\n\r\n**Int** -5\r\n\r\n**Wis** +3\r\n\r\n**Cha** -5\r\n</row>\r\n\r\n**Wind-Up** 48 hours, DC 14, standby\r\n\r\n**Items**\r\n[crossbow bolt](/Weapons.aspx?ID=67) (10)\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 18 \r\n\r\n**Fort** +2 \r\n\r\n**Ref** +8 \r\n\r\n**Will** +5 \n\n</row>\r\n\r\n**HP** 12\n\n**Immunities**\r\n[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), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\n\n**Weaknesses**\r\n[electricity](/Traits.aspx?ID=56) 2, [orichalcum](/Equipment.aspx?ID=276) 2\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet, climb 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nleg +8 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179)),\r\n**Damage** 1d4 bludgeoning\r\n\r\n**Ranged**\r\n<actions string=\"Single Action\" />\r\ncrossbow bolt launcher +8 ([range 60 feet](/Traits.aspx?ID=248), [reload 1](/Traits.aspx?ID=254)),\r\n**Damage** 1d6 piercing\n\n**Salvage Ammunition** <actions string=\"Two Actions\" /> The clockwork hunter gathers up any unattended crossbow bolts within reach and reloads its bolt launcher. The hunter restocks its supply of bolts, up to 10 bolts maximum.\r\n\r\n**Skirmish Strike** <actions string=\"Single Action\" /> The clockwork hunter shuffles its feet and its weapon in tandem. It either Steps and then Strikes, or Strikes and then Steps.\r\n\r\n**Target Weakness** <actions string=\"Two Actions\" /> The clockwork hunter takes a moment to scan a creature for weaknesses, then Strikes with a +1 circumstance bonus to its attack roll. The hunter's Strike gains the [deadly d4](/Traits.aspx?ID=174) trait for this attack.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Clock-Catcher Kobolds</title>\r\n\r\nA group of [kobolds](/Ancestries.aspx?ID=18) living in the Alkenstar sewers has created an entire enterprise out of catching clockwork hunters on patrol, dismantling them, and selling the parts back to repair shops on the surface. While the sewage maintenance team hasn't figured it out yet, they're getting suspicious and are about to borrow a [clockwork soldier](/Monsters.aspx?ID=1096) from the grand duchess to kill whatever is down there hunting their clockwork hunters.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"creature-family-223\" />",
- "name": "Clockwork Hunter",
- "npc": false,
- "perception": 7,
- "rarity": "uncommon",
- "reflex_save": 8,
- "release_date": "2022-04-27",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n<trait label=\"Mindless\" url=\"/Traits.aspx?ID=108\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 82</row>\r\n\r\n**Creature Family** [Clockworks](/MonsterFamilies.aspx?ID=223)\r\n\r\n<row gap=\"medium\">\r\n**HP** 12\r\n\r\n**AC** 18\r\n\r\n**Fort** +2\r\n\r\n**Ref** +8\r\n\r\n**Will** +5\r\n\r\n**Perception** +7\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Small"
- ],
- "skill": [
- "Athletics +4",
- "Stealth +8"
- ],
- "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +4, [Stealth](/Skills.aspx?ID=15) +8",
- "source": [
- "Pathfinder #178: Punks in a Powderkeg"
- ],
- "source_raw": [
- "Pathfinder #178: Punks in a Powderkeg pg. 82"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Outlaws of Alkenstar",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 82</row>",
- "speed": {
- "climb": 25,
- "land": 25,
- "max": 25
- },
- "speed_markdown": "25 feet, climb 25 feet",
- "speed_raw": "25 feet, climb 25 feet",
- "spell_markdown": "",
- "spoilers": "Outlaws of Alkenstar",
- "stealth": "8",
- "strength": 0,
- "strongest_save": [
- "ref",
- "reflex"
- ],
- "summary": "Tasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's …",
- "summary_markdown": "Tasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's …",
- "text": " Clockwork Hunter Tasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's trustiest hunting companions—with a few choice modifications, of course. Few hunting dogs, for example, sport sturdy metal plating and an integrated crossbow bolt launcher. Over time, clockwork makers have unofficially adopted a common model for the hunter, making it fairly easy to find spare parts or compatible accessory modules. The city of Alkenstar owns a few dozen clockwork hunters for the purpose of keeping sewer tunnels free of vermin. Shieldmarshals sometimes drop boxes of extra crossbow bolts just inside sewer entrances, enabling clockwork hunters to resupply as needed. Other businesses that tend to purchase clockwork hunters include warehouses, butchers, and bakers—essentially, anywhere rats and other vermin tend to congregate. Though quick, a clockwork hunter's body isn't very sturdy and tends to fall apart after only minor abuse. Elite clockwork hunters are fitted with specialty armored plating, giving them resistance 2 to physical damage (except adamantine or orichalcum). Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Clockwork Hunter Source Pathfinder #178: Punks in a Powderkeg pg. 82 Perception +7; darkvision Languages Skills Athletics +4, Stealth +8 Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha -5 Wind-Up 48 hours, DC 14, standby Items crossbow bolt (10) --- AC 18 Fort +2 Ref +8 Will +5 HP 12 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses electricity 2, orichalcum 2 --- Speed 25 feet, climb 25 feet Melee Single Action leg +8 (Agile, Finesse), Damage 1d4 bludgeoning Ranged Single Action crossbow bolt launcher +8 (range 60 feet, reload 1), Damage 1d6 piercing Salvage Ammunition Two Actions The clockwork hunter gathers up any unattended crossbow bolts within reach and reloads its bolt launcher. The hunter restocks its supply of bolts, up to 10 bolts maximum. Skirmish Strike Single Action The clockwork hunter shuffles its feet and its weapon in tandem. It either Steps and then Strikes, or Strikes and then Steps. Target Weakness Two Actions The clockwork hunter takes a moment to scan a creature for weaknesses, then Strikes with a +1 circumstance bonus to its attack roll. The hunter's Strike gains the deadly d4 trait for this attack. Clock-Catcher Kobolds A group of kobolds living in the Alkenstar sewers has created an entire enterprise out of catching clockwork hunters on patrol, dismantling them, and selling the parts back to repair shops on the surface. While the sewage maintenance team hasn't figured it out yet, they're getting suspicious and are about to borrow a clockwork soldier from the grand duchess to kill whatever is down there hunting their clockwork hunters. ",
- "trait": [
- "Clockwork",
- "Construct",
- "Mindless",
- "Uncommon",
- "N",
- "Small"
- ],
- "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=1924",
- "vision": "Darkvision",
- "weakest_save": [
- "fort",
- "fortitude"
- ],
- "weakness": {
- "electricity": 2,
- "orichalcum": 2
- },
- "weakness_markdown": "[electricity](/Traits.aspx?ID=56) 2, [orichalcum](/Equipment.aspx?ID=276) 2",
- "weakness_raw": " electricity 2, orichalcum 2",
- "will_save": 5,
- "wisdom": 3
- }
|