Medium Construct (Warforged), Lawful Neutral
Armor Class 17 Natural Armor
Hit Points 300 (15d20)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
25 (+7)
INT
30 (+10)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +10, CON +13, INT +16, WIS +10, CHA +10
Damage Resistances All
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 5 miles, Passive Perception 20
Languages All, but doesnt usualy speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Warforged Resilience. C.L.O.C.K. has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Meta-Metal. As Bonus Action, C.L.O.C.K. is able to change its movement Speed type to swimming, burrowing, or flying.

Fated. When C.L.O.C.K. rolls a one, he can re-roll it, but must use the new roll.

Angelic Weapons. C.L.O.C.K.'s weapon attacks are magical. When C.L.O.C.K. hits with any weapon, the weapon deals an extra 12 (2d12) radiant damage. This is included in the attack.

Favored by the Gods. C.L.O.C.K. magically adds 6 (2d6) to the result of each attack roll, ability check, and saving throw he makes.

Tremors. All creatures that start their turn within 15 ft. of C.L.O.C.K. must make a Dexterity saving throw, or be knocked prone from the tremors emanating from C.L.O.C.K.. On a failure, creatures are knocked prone, and are restrained.

Divine Awareness. C.L.O.C.K. knows if he hears a lie.

Spellcasting. C.L.O.C.K. is an 18th-level spellcaster. C.L.O.C.K.'s spellcasting ability is Charisma (+10 to hit with spell attacks, spell save DC 18). C.L.O.C.K. has the following spells prepared, which it can cast without material components:

At will: light, mending, sacred flame, thunderclap
1st level (4 slots): charm person, comprehend languages, magic missile
2nd level (3 slots): detect thoughts, enhance ability, levitate, spiritual weapon (a Longsword)
3rd level (3 slots): crusader's mantle, protection from energy
4th level (3 slots): banishment, polymorph
5th level (3 slots): commune, creation, hallow
6th level (1 slot): sunbeam
7th level (1 slot): divine word, plane shift
8th level (1 slot): sunburst, power word stun
9th level (1 slot): gate

Actions

Multiattack. Bastard Sword makes two attacks with his Armblade Longsword.

Armblade Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 6) slashing damage.

Bulwark of Law. As an action, C.L.O.C.K. can expend 2 actions (This turn and next)  to create a magical ward around itself or another creature it can see within 30 feet. The ward lasts until the C.L.O.C.K. finishes a long rest or until it uses this feature again.
When the warded creature takes damage, it can use its reaction and reduce damage taken by 20.

Clockwork Cavalcade (1/day). As an action, C.L.O.C.K. summons spirits in a 30-foot cube originating from itself. The spirits look like Warfordged with angelic wings and clock eyes. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:
• Each living creature that has 0 hit points in the cube becomes stable.
• Any damaged objects entirely in the cube are repaired.
• Every spell of 5th level or lower ends on creatures and objects in the cube.

Trance of Order (1/day). For the next minute, attack rolls against C.L.O.C.K. can’t benefit from advantage, and whenever C.L.O.C.K. makes an attack roll, an ability check, or a saving throw, it can take a result of 10 on the d20 instead of rolling.

Reactions

Restore Balance (5/day). When a creature within 60 feet of C.L.O.C.K. is about to make an attack roll, an ability check, or a saving throw with advantage or disadvantage, C.L.O.C.K. can use its reaction to turn the roll into a normal roll.

Legendary Actions

C.L.O.C.K. can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. C.L.O.C.K. regains spent legendary actions at the start of its turn.

Attack. C.L.O.C.K. makes one attack.

Primus Beam (3 legendary actions) . A beam shoots out of its central body, hitting a 15ft by 15ft area in front of it. Using this means C.L.O.C.K. cannot use another legendary action until the end of its next turn. Targets must succeed a DC 18 DEX save or take full damage, if they succeed they take half. The attack does 5d20 Radiant damage, ignoring enemy resistances or immunities. If done against a Demi-god, Celestial, or Fiend, it auto-crits, ignoring enemy resistances or immunities.

Description

The First Demi-god, made by the God of Death, He was made the same time the world was made. C.L.O.C.K. moves of the ticking of a clock, this clock started when the world did, and stops when he dies, but its said he will only truly die when the world ends.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Daviddoesntsucc

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