Glass Buccaneer

Level 9
Creature· clockworkUncommonMediumLegacy
AC 28
HP 154
Speed 25 ft.
Fort +17
Ref +21
Will +15
Perc +18
Size Medium
Uncommon
Resistances physical 5 (except adamantine, bludgeoning)
Weaknesses sonic 10
Senses darkvision
Skills stealth +20, athletics +18, deception +12
Recall Knowledge arcana DC 28

Attacks

Melee Scimitar +21/+16/+11(forceful, magical, sweep)
Damage: 2d6+11 slashing
Ranged Arm Gun +21/+16/+11 (range 40 ft.)(concussive, magical, reload 1 ft., scatter 10 ft.)
Damage: 2d8+6 piercing

Abilities

Wind-Upinteraction

24 hours, DC 26 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.

Spell Reflectiondefensive(arcane)

Trigger The glass buccaneer is targeted by a spell Effect The buccaneer positions its reflective magical surfaces to turn the spell back on the caster. It tries to counteract the spell, making an Athletics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster.

Vulnerable to Shatterdefensive

The glass buccaneer is affected by the Shatter spell as though it were an unattended object.

Firearms Critical Specializationoffensive

When the buccaneer makes a critical hit with a firearm, the target must succeed at a DC 28 fortitude save or be Stunned 1.

Pirate's Feintoffensive(mental)

The clockwork buccaneer Feints. If the target becomes Off-Guard to the buccaneer's melee attacks, it becomes off-guard to the buccaneer's ranged attacks as well.

Refill Tankoffensive

Requirements The clockwork buccaneer is within 15 feet of a water source containing at least 100 gallons of water

The clockwork buccaneer extends a clockwork tube and sucks up water to refill its water tank.

Sneak Attackoffensive

The clockwork buccaneer deals an extra 2d6 precision damage to Off-Guard creatures.

Water Jetoffensive

Requirements The clockwork buccaneer has a full water tank

The clockwork buccaneer fires a narrow but highly pressurized blast of water in a 60-foot line, dealing 10d6 bludgeoning damage to creatures and unattended objects in the area (DC 28 fortitude; unattended objects automatically fail). Creatures and objects that fail the save are also knocked back 5 feet (10 feet on a critical failure). This empties the buccaneer's water tank.

Water Jumpoffensive

Requirements The clockwork buccaneer has a full water tank

The clockwork buccaneer jumps 60 feet, propelling itself through the air with a jet of water. This empties the buccaneer's water tank.

Description

Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships. In addition to an internal water tank and hydraulic pumps, most clockwork buccaneers are equipped with a cutlass and arm gun loaded with scatter shot.


As one delves deeper into the industrial heart of Alkenstar, the clockwork adversaries one faces become ever more complex and deadly.