Clockwork Gunner

Level 8
Creature· clockworkUniqueMediumLegacy
AC 26
HP 100
Speed 25 ft.
Fort +14
Ref +18
Will +16
Perc +16
Size Medium
Unique
Resistances physical 10 (except adamantine, orichalcum)
Weaknesses electricity 10, orichalcum 10
Senses darkvision
Skills athletics +16
Recall Knowledge arcana DC 34

Attacks

Melee Mace Multipistol +19/+14/+9(critical-fusion, magical, shove)
Damage: 2d6+7 bludgeoning
Ranged Dragon Mouth Pistol +20/+15/+10 (range 20 ft.)(concussive, reload 1 ft., scatter 5 ft.)
Damage: 1d6+3 piercing
Ranged Mace Multipistol +21/+16/+11 (range 20 ft.)(capacity 3 ft., concussive, fatal d8, magical, reload 1 ft.)
Damage: 2d4+3 piercing

Abilities

Wind-Upinteraction

24 hours, DC 24 Thievery, standby For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m. A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.

Integrated Weaponsoffensive

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.