This sleek, one-eyed construct crouches, ready for battle. Its arms end in weapons—a rapier and a compact crossbow bolt launcher.
Clockwork Assassin CR 13
AC 27, touch 20, flat-footed 17 (+8 Dex, +2 dodge, +7 natural)
hp 119 (18d10+20); fast healing 10
Fort +6, Ref +16, Will +6
Defensive Abilities evasion, rapid repair; DR 10/adamantine; Immune construct traits
Weaknesses vulnerable to electricity
Str 22, Dex 26, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +24; CMD 44
Feats Improved CriticalB (rapier), Improved InitiativeB, Lightning ReflexesB
Skills Climb +14, Perception +0 (+20 in sentinel mode); Racial Modifiers +20 Perception in sentinel mode
SQ difficult to create, integrated rapier, standby, swift reactions, winding
Integrated Rapier (Ex)
One of a clockwork assassin’s arms ends in an integrated +1 rapier. This weapon cannot be disarmed, sundered, or removed, and becomes non-magical if the clockwork is destroyed. A clockwork assassin’s programming allows it to wield its +1 rapier as if it were proficient in its use.
Projectile Launcher (Ex)
A clockwork can fire up to four projectiles from its hand mechanism.
For each projectile, it chooses between a dagger-like metal blade or a smoke bomb, in any combination it wishes. Each attack resolves separately. Blades resolve as thrown daggers.
Smoke bombs function as smokesticks centered on the area targeted. When created, a clockwork assassin’s projectile launcher contains 40 blades and 10 smoke bombs.
Rapid Repair (Su)
A clockwork assassin repairs damage dealt to itself swiftly, gaining fast healing 10. Once per day, as a full-round action that provokes attacks of opportunity, a clockwork assassin can bolster its rapid repair to heal 40 hp and refill its projectile launcher with eight blades and two smoke bombs.
A clockwork assassin can place itself on standby as a standard action. While on standby, it cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against its wind-down duration. A clockwork assassin can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
Organization solitary, pair, or contract (3–8)
Clockwork assassins are efficient killers, ready to leap into murderous action as soon as intruders are detected. A clockwork assassin stands 6 feet tall and weighs 400 pounds.
The creator of a clockwork assassin must start with crafted clockwork pieces worth 12,000 gp.
CL 16th; Price 150,000 gp