Clockwork Rifleman - AI-generated fantasy Monster

Clockwork Rifleman

The Clockwork Rifleman was designed for casinos that wanted armed security without the scandal of hiring mercenaries. Each model contains a tiny rule cylinder listing prohibited actions, protected guests, and acceptable levels of force. Criminals have learned that the automaton's literal programming can be manipulated, but casino owners frequently update the cylinders after every major theft.

MediumConstruct(Construct)CR Challenge Rating 1Lawful neutral

Clockwork Rifleman

constructclockworkautomatonsecurityrangedcasinominion
HP16AC15SPDWalk 30 ft., Climb 15 ft. using built-in gripping clawsCR1 (200 XP)PerceptionStealth
STR
14
DEX
14
save
CON
13
INT
6
WIS
10
CHA
6
Constructed Resilience. The rifleman has advantage on saving throws against effects that turn undead. It does not require air, food, drink, or sleep.
Casino Camouflage. The rifleman has advantage on Dexterity (Stealth) checks made while motionless among casino decorations, machinery, pillars, curtains, or gaming tables.
Limited Programming. The rifleman can take only one action on its turn. It cannot take bonus actions, and it has no legendary actions.
Salvageable Mechanism. When the rifleman is reduced to 0 hit points, it is disabled but not destroyed. A creature can salvage its targeting lens and security badge with 10 minutes of work.
Clockwork Rifle. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 6 () piercing damage. If the target is within 30 feet, the rifleman can ignore half cover.
Tanglewire Shot. The rifleman targets one creature it can see within 60 feet. The target must succeed on a Dexterity saving throw or be knocked prone by a weighted cable. A creature can use its action to make a Strength check, freeing itself on a success. The cable retracts at the start of the rifleman's next turn.
Reposition. The rifleman moves up to half its speed without provoking opportunity attacks. It must end this movement in cover or within 5 feet of an allied construct or guard.
Prepared Shot. When a creature the rifleman can see moves from cover into the open within 80 feet, the rifleman makes one Clockwork Rifle attack against that creature. The rifleman can use this reaction only if it has not moved since the start of its last turn.
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