Clockwork Assassin

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

XP 25,600
N Medium construct (clockwork)
Init +12; Senses darkvision 120 ft., low-light vision, mistsight; Perception +0 (+20 in sentinel mode)


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


Speed 40 ft., climb 30 ft.
Melee +1 rapier +25/+20/+15/+10 (1d6+7/15–20)
Ranged 4 projectiles +26 (1d4+6/19–20 or smoke)
Special Attacks projectile launcher, sneak attack +2d6


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.

Standby (Ex)

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.


Environment any
Organization solitary, pair, or contract (3–8)
Treasure none

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


Feats Craft Construct; Spells gaseous form, geas/quest, keen edge, and major creation; Special creator must be at least caster level 16th; Skill Check(s) Craft (clockwork) DC 20; Cost 81,000 gp

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
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