NPCs/Barrel Launcher
Barrel Launcher
| Barrel Launcher | |
|---|---|
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|
| Level | 14 |
| Size | Medium |
Elite clockwork assassin
Defense & Saves
- HP: 250
- AC: 34
- Perception: +0
- Speed: 30 ft., 20 ft. Climb
- Fortitude: +23
- Reflex: +29
- Will: +19
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +8 | +4 | -5 | +0 | -5 |
Skills
| Skill | Modifier |
|---|---|
| Acrobatics | +0 |
| Athletics | +0 |
| Stealth | +0 |
Actions & Abilities
Attacks
- Spinning Blade (agile, deadly-d10, magical) +29 — 2d10+9+2 slashing
- Rapier Hand (deadly-d8, disarm, finesse, magical) +29 — 3d6+12+2 piercing
- Barrel +29 — 2d12+10 bludgeoning
Abilities
Attack of Opportunity- @Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]
Smoke Bomb Launcher (manipulate)- The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a @Template[burst|distance:10] 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.
Unbalancing Blow (rogue)- Creatures hit by the clockwork assassin's rapier hand Strike are Off-Guard until the start of the clockwork assassin's next turn.
Poison Ink (poison)- Saving Throw @Check[fortitude|dc:38]
Maximum Duration 10 rounds
Stage 1 @Damage[3d6[poison]] damage and Sickened 1 (1 round)
Stage 2 @Damage[4d6[poison]] damage and Sickened 2 (1 round).
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.
Sneak Attack (rogue)- The clockwork assassin's Strikes deal an additional 3d6+4 precision damage to Off-Guard creatures.
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).
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.
Smoke Vision- The clockwork assassin ignores the concealed condition from smoke.
Last synced: 2026-06-20 19:52
