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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 Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Clockwork GunnerCreature 7

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 +14 (+16 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 24; Fort +12, Ref +16, Will +14
HP 80; 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 +17 [+12/+7] (critical fusion, magical, shove), Damage 2d6-2+7 bludgeoningRanged [one-action] dragon-mouth pistol +18 [+13/+8] (concussive, range increment 20 feet, reload 1, scatter 5 feet), Damage 1d6-2+3 piercingRanged [one-action] mace multipistol +19 [+14/+9] (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.