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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

Clockwork GunnerCreature 8

Legacy Content

Unique N Medium Clockwork Construct Mindless 
Source Pathfinder #179: Cradle of Quartz pg. 61
Custom-built clockwork prototype
Perception +16; darkvision
Skills Athletics +16 (+18 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 26; Fort +14, Ref +18, Will +16
HP 100; 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 +19 [+14/+9] (critical fusion, magical, shove), Damage 2d6+7 bludgeoningRanged [one-action] dragon-mouth pistol +20 [+15/+10] (concussive, range increment 20 feet, reload 1, scatter 5 feet), Damage 1d6+3 piercingRanged [one-action] mace multipistol +21 [+16/+11] (capacity 3, concussive, fatal d8, magical, range increment 20 feet, reload 1), Damage 2d4+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.