Large Construct, Neutral
Armor Class 15 (Natural Armor)
Hit Points 120 (10d10 + 20)
Speed 30 ft., Fly 10 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +5, CON +4
Skills Athletics +7
Damage Resistances Fire, Piercing
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned, Unconscious
Senses Blindsight 60 ft., Tremorsense 120 ft., Passive Perception 10
Languages Understands directions from its creator
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Multiattack. The Clockwork Hive makes 2 Claw and 1 Bite or Steam Spike Attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. 

Steam Spike. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target. Hit: 6 (1d6 + 3) piercing damage + 5 (2d4) fire damage.

Explosive Drones. (Recharge 5-6). The Clockwork Hive makes up to 4 of the following attacks, but no more then 2 per single target. Ranged Weapon Attack: +4 to hit, range 80 ft., one target. Hit: 3 (1d4+1) bludgeoning damage + 2 (1d4) fire damage.

Overcharge. As a bonus action once per long rest the Clockwork Hive can activate it's overcharge ability. It heals 30 (4d10+8), Recharges Explosive Drones & can make one Bite attack against a enemy within range.

Ground Slam. (Recharge 4-6). All creatures in contact with the ground within 20ft of the construct take 7 (2d6) damage and are knocked prone. A save vs dc 13 (Con) reduces damage to half and they are not knocked prone.

Description

Clockwork Hives are usually created to be commanders of other clockworks, or singularly powerful guards for single areas.

Though their large form is not much faster then the average person they have an array of ways to attack at range, as well as the ability to fly, though slowly. However their primary power comes from their toughness, resistance to many types of damage, immunity to some, and the swarms of little constructs they control which can repair the Clockwork Hive in the middle of battle.

A rogue Clockwork Hive can over the period of days or weeks create and organize enough constructs to bring ruin to all of the local life in a area, including villages and small towns of humanoids.

Lair and Lair Actions

The area a Clockwork Hive has spent over a week in begins to be crawling with little bug like constructs that are individualy not dangerous but over time eat crops, destroy buildings and in general reconstruct the enviornment into what is needed by the Clockwork Hive. They also assist the Hive in battle, mostly by repairing it or providing a screen to disrupt attackers

Once the hive dies it takes less then a day for all of the clockwork bugs to become inactive, though any damage or changes they made remain.

On initiative count 20 (losing initiative ties), the Clockwork Hive takes a lair action to cause one of the following effects; the Hive can’t use the same effect two rounds in a row:

  • The clockwork bugs swarm over the Hive, repairing 7 (1d10+2) damage.
  • The clockwork bugs swarm in the air around the Hive, making the next attack vs the Clockwork Hive have disadvantadge.
  • The Clockwork Hive fires a Steam Spike

 

Habitat: Urban

Cerebreturns

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