Huge Construct, Unaligned
Armor Class 22 (natural armor)
Hit Points 310 (20d10 + 200)
Speed 25 ft., Fly 15 ft.
STR
24 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +13, CON +11
Skills Athletics +5
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 120 ft, Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Fire Absorption. Whenever the Clockwork Defender is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Absorbing fire damage instantly recharges the Clockwork Defender's Steam Breath.

Acid Absorption. Whenever the Clockwork Guardian is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. Absorbing acid damage instantly recharges the Clockwork Guardian's Acid Breath.

Immutable Form. The Clockwork Defender is immune to any spell or effect that would alter its form.

Magic Resistance. The Clockwork Defender has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Clockwork Defender's weapon attacks are magical.

Actions

Multiattack. The Clockwork Defender makes two melee attacks.

Drill. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.

Mace. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Steam Breath (Recharge 6). The Clockwork Defender exhales scalding gas in a 15-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Acid Pump (Recharge 5). The Clockwork Guardian pumps acid from the tanks on his back, through his hands in two 15-foot cones. Each creature in either area must make a DC19 Dexterity Saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.

Gather Scrap. The Clockwork Guardian gathers up a fallen Clockwork Soldier and places it into a compartment in his torso. This scrap can then be used as a resource for Soldier Replication.

Reactions

Sentinel Attack. Whenever the Clockwork Guardian hits with a melee attack as a reaction, the speed of the target is reduced to zero.

Legendary Actions

The Clockwork Guardian 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. The Guardian regains spent legendary actions at the start of its turn.

Soldier Replication. The Guardian engages the soldier factory imbedded in it's abdomen, creating a Clockwork Soldier that will be added to the initiative order. The guardian has enough onboard resources to replicate 5 soldiers, but can regain resources by consuming scrap from fallen soldiers (See Actions Gather Scrap).

Stomp Attack. The Guardian stomps the ground at his feet causing a localized earthquake within 10 feet, each creature within 10 feet must make a dexterity throw or take 17 (2d6+10) bludgeoning damage and knocked 10 feet back, falling prone. The guardian can then hover up to its flying speed straight upwards.

Scanner. The Guardian makes a perception check with advantage. On a 15+ it learns the location of all creatures within 50ft.

 

Mattxdcog

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