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Clockwork Gunner

This creature did not include a description.

Recall Knowledge - Construct (Arcana, Crafting): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Clockwork GunnerCreature 9

Legacy Content

Unique N Medium Clockwork Construct Mindless 
Source Pathfinder #179: Cradle of Quartz pg. 61
Custom-built clockwork prototype
Perception +18; darkvision
Skills Athletics +18 (+20 to Disarm; Grapple; or avoid being Disarmed)
Str +4, Dex +6, Con +2, Int -5, Wis +4, Cha -5
Wind-Up 24 hours, DC 24, standby
Items integrated +1 striking mace multipistol, integrated dragon-mouth pistol
AC 28; Fort +16, Ref +20, Will +18
HP 120; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 10 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum 10
Speed 25 feet
Melee [one-action] mace multipistol +21 [+16/+11] (critical fusion, magical, shove), Damage 2d6+2+7 bludgeoningRanged [one-action] dragon-mouth pistol +22 [+17/+12] (concussive, range increment 20 feet, reload 1, scatter 5 feet), Damage 1d6+2+3 piercingRanged [one-action] mace multipistol +23 [+18/+13] (capacity 3, concussive, fatal d8, magical, range increment 20 feet, reload 1), Damage 2d4+2+3 piercingIntegrated Weapons An integrated weapon is built into the limb of the clockwork gunner. They can't be disarmed, and they take 10 minutes to attach or remove. Each of a clockwork gunner's firearms can be loaded with 10 shots before they must be reloaded. Reloading a single round into either of these firearms takes 3 actions, or 10 minutes to fully reload a weapon. A clockwork gunner can't reload its own weapons.