Medium Construct
AC 18 (Natural Armor)    Initiative +4 (14)
HP 68 (8d8 + 32)
Speed 25 ft.
Mod Save
STR 16 +3 +3
DEX 14 +2 +2
CON 18 +4 +4
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 5 −3 −3
Skills Perception +5
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 15
Languages Common (Simple sentences only)
CR 4 (XP 1,100; PB +2)
Traits

Magic Resistance. The clockwork gunner has advantage on saving throws against spells and other magical effects.

Repairable. The clockwork gunner regains 7 (2d6) Hit Points if the Mending spell is cast on it and it has at least 1 Hit Point.

Immutable Form. The clockwork gunner is immune to any spell or effect that would alter its form.

Unusual Nature. The clockwork gunner doesn't require air, food, drink, or sleep.

Actions

Multiattack. The clockwork gunner makes two attacks, using Slam or Arcane Cannon in any combination.

Slam. Melee Attack Roll : +5, reach 5 ft. Hit : 7 (1d8 + 3) Bludgeoning damage, and the target is subjected to the following effect : Strenght saving throw, DC 14, Failure : The target is pushed 5 feet straight away from the clockwork gunner.

Arcane Cannon. Ranged Attack Roll : +6, range 120/480 ft. Hit : 18 (3d8 + 4) Acid, Cold, Fire, Lightning, or Thunder damage (clockwork gunner's choice).

Description

DCR 3 - OCR 5

Clockwork gunners are bulky humanoid automatons with a powerful arcane canon for an arm, primarily used as defenders of walls and other fortifications. Slow and heavily armored, their delicate clockwork insides makes them perform better a safe distance away from the fighting, although their other mechanical arm, ending with a big metal fist, can still be used to bludgeon would-be attackers and shove them away.

Previous Versions

Name Date Modified Views Adds Version Actions
3/31/2025 11:10:14 AM
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0
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Coming Soon
_Lucanoptek_

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