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NPCs/Barrel Launcher

From TheRaspyDragon
Revision as of 00:52, 21 June 2026 by Oracle (talk | contribs) (Auto-sync: PF2e NPC exporter.)

Barrel Launcher

Barrel Launcher
Barrel%20golem.webp#.webp
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 Attack of Opportunity
@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]
Smoke Bomb Launcher 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 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 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 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 Sneak Attack (rogue)
The clockwork assassin's Strikes deal an additional 3d6+4 precision damage to Off-Guard creatures.
Rapid Repair 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 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 Smoke Vision
The clockwork assassin ignores the concealed condition from smoke.


Last synced: 2026-06-20 19:52