Medium Construct, Any Alignment
Armor Class 16 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 35 ft.
STR
14 (+2)
DEX
15 (+2)
CON
17 (+3)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Skills Athletics +6, Perception +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic
Senses Passive Perception 18
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

False Appearance. While the clockwork gunner remains motionless, it is indistinguishable from a normal suit of armor on display.

Illusion-Proof. The clockwork gunner is immune to figments. invisibility and other illusion spells that do not create figments affect the clockwork knight normally.

Overclock (Recharge 5-6). The clockwork gunner takes the Dash action as a bonus action on its turn.

Malicious Accuracy. When the clockwork gunner misses a ranged attack, it can chose to reroll to hit, the new roll must be used.

Actions

Multiattack. The clockwork gunner attacks three times.

Musket: Ranged Weapon Attack: +6 to hit, reach 60-360 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

 

 

 

Description

There’s no more warning than the whirring of a few gears as the statue of a Solider nearby turns its head and steps down onto the stonework, its movements shaking a small nimbus of dust off its form.

Created for use as soldiers and guards, their form is perfect and they all seem to work seamlessly  and without flaw. Almost only Purchased by the paranoid or warlords that feel the need for protection.

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2022 6:09:40 PM
62
19
--
Coming Soon

Habitat: Urban

Grendorthegolden

Comments

Posts Quoted:
Reply
Clear All Quotes