Clockwork Sharpshooter - AI-generated fantasy Monster

Clockwork Sharpshooter

Clockwork Sharpshooters were first designed to protect royal gambling houses from cheating nobles and violent debtors. Their makers discovered that the machines were more effective when programmed to control movement rather than simply eliminate targets. The casino involved in the thief hunt has modified this unit with a stolen targeting lens that identifies anyone carrying marked evidence.

MediumConstruct(Construct)CR Challenge Rating 5Lawful neutral

Clockwork Sharpshooter

constructclockworksteampunkcasinocontrollerrangedsecurityurban
HP84AC15SPD30 ft., Climb 20 ft. on mechanical surfaces without requiring an ability checkCR5 (1,800 XP)PerceptionStealthInvestigation
STR
16
DEX
16
save
CON
14
INT
6
WIS
10
save
CHA
6
Constructed Nature. The sharpshooter has advantage on saving throws against effects that would turn it into an undead or alter its form. It does not need to eat, drink, breathe, or sleep.
Calculated Aim. If the sharpshooter has not moved during its current turn, its ranged weapon attacks ignore half cover and three-quarters cover.
Mechanical Ambush. The sharpshooter can take the Hide action as a bonus action while within 5 feet of an object, creature, or structure at least its size.
Targeting Lock. When the sharpshooter hits a creature with Brassfire Rifle, it can choose to deal no thunder damage and mark the target until the end of its next turn. The next attack made by the sharpshooter against the marked target has advantage.
Multiattack. The clockwork sharpshooter makes two Brassfire Rifle attacks or uses Pinning Volley.
Brassfire Rifle. Ranged Weapon Attack: to hit, range 120/480 ft., one target. Hit: 9 () piercing damage plus 3 () thunder damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet.
Pinning Volley. The sharpshooter fires a burst of alchemical pellets at a point it can see within 120 feet. Each creature within a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 14 () piercing damage and is blinded until the end of its next turn. On a successful save, it takes half damage and is not blinded. The sharpshooter cannot use this action again until the start of its next turn.
Grappling Cable. The sharpshooter targets one creature it can see within 120 feet. The target must succeed on a Dexterity saving throw or become pinned by a grappling cable. Until the target or another creature uses an action to remove the cable, the target's speed is reduced to 0, and attack rolls against it have advantage. The cable can be attacked and destroyed, with AC 15 and 10 hit points.
Overwatch Shot. When a creature the sharpshooter can see moves within 30 feet of it, the sharpshooter makes one Brassfire Rifle attack against that creature. If the attack hits, the creature's speed becomes 0 until the end of the current turn. The sharpshooter can use this reaction only if it has not moved since the end of its last turn.
Visual sheet

Turn Clockwork Sharpshooter into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships