Perception +7; darkvision
Skills Athletics +4 (+8 to Climb), Stealth +8
Str +0, Dex +4, Con +0, Int –5, Wis +3, Cha –5
Items crossbow bolt (10)
Wind-Up 48 hours, DC 14, standby
AC 18; Fort +2, Ref +8, Will +5
HP 12; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 2, orichalcum 2
Speed 25 feet, climb 25 feet
Melee leg +8 (agile, finesse), Damage 1d4 bludgeoning
Ranged crossbow bolt launcher +8 (range 60 feet, reload 1), Damage 1d6 piercing
Salvage Ammunition The clockwork hunter gathers up any unattended crossbow bolts within reach and reloads its bolt launcher. The hunter restocks its supply of bolts, up to 10 bolts maximum.
Skirmish Strike The clockwork hunter shuffles its feet and its weapon in tandem. It either Steps and then Strikes, or Strikes and then Steps.
Target Weakness The clockwork hunter takes a moment to scan a creature for weaknesses, then Strikes with a +1 circumstance bonus to its attack roll. The hunter’s Strike gains the deadly d4 trait for this attack.