Huge Construct, Unaligned
Armor Class 27 Natural armor
Hit Points 650 (33d20 + 300)
Speed 30 ft., Fly 80 ft.
STR
27 (+8)
DEX
15 (+2)
CON
25 (+7)
INT
15 (+2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +14, CON +13
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120ft., Tremorsense 60ft., Passive Perception 20
Languages Common Understands, does not speak., Dwarvish
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary resistance (3/day). If the Clockwork Grandmaster fails a saving throw, it can instead choose to succeed.

Indominable will (2/day). If placed under a magical effect, the Clockwork Grandmaster may use their action to end the effect.

At death's door (2/day). If the Clockwork Grandmaster is hit with a critical hit, it can choose to turn it into a regular hit.

Clockwork form. The Clockwork Grandmaster's non-organic form relieves it from certain psychic and physical effects. The Owl cannot be frightened, charmed, poisoned or exhausted. Additionally, the Grandmaster cannot be forced to change its form (such as with a polymorph spell).

Ancient wrath. When reduced to 0 hit points, the Clockwork Grandmaster falls unconscious. The gems on his helmets begin to pulse slightly, which can be seen with a passive perception of 18 or higher, otherwise requiring a separate perception check. If the gems are not removed within 1 minute, requiring a DC18 strength check, the Grandmaster comes back to consciousness at 40 hit points.

Jagged edges. The sharp edges of the Grandmaster make physical attacks carry a penalty. If a player attacks the Clockwork Grandmaster with a melee attack, they suffer 2d8+3 slashing damage as the edges of the owl tear into their attacking appendage.

Arcane origin. The Clockwork Grandmaster was built with consideration to magic-user opponents, and has advantage on saving throws against spells.

Actions

Multiattack. The Clockwork Grandmaster makes two attacks, one with his sword, and another with his mace. If both, the target is sent flying directly backwards for 10ft, is knocked prone, and the Grandmaster can make a Hellfire attack as a free action (ignoring the disadvantage imposed by the prone position of the target).

Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 5d10+5 slashing damage + 2d10+5 bludgeoning damage.

Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 6d10+10 bludgeoning damage.

Hellfire. The Clockwork Grandmaster, after succeeding on both the sword and mace attacks of his multiattack, summons a hailstorm of 10 flaming arcane meteorites to rain down upon the target. The target must make a DC20 Dexterity saving throw, or suffer 10d10 fire damage (1d10 for each meteorite), and an additional 2d8 bludgeoning damage.

Petrifying gaze. As a bonus action, the Clockwork Grandmaster can choose 2 creatures it can see within 30ft. of it. The targeted creatures must make DC18 wisdom saving throws, or take 2d8 psychic damage and become paralyzed for 1d4 rounds. The creatures may repeat the saving throw at the end of each of their turns.

Iron Maiden. The Clockwork Grandmaster makes a sword attack. If succesful, the target is impaled and brought towards the torso of the Grandmaster. The creature must make a contending strength check with the Grandmaster (bonus +10), or become engulfed in the torso of the Grandmaster. Upon entering, a creature takes 5d10+15 slashing damage from internal cogs. Upon starting their turn within the Grandmaster, a creature takes 10d8 slashing damage. If the Grandmaster recieves more than 50 damage in one round from the creature within, it releases it. Additionally, the Grandmaster releases unconscious creatures.

Reactions

Adept reflexes. If an attack of opportunity is triggered, the Clockwork Grandmaster makes one mace attack. If the attack hits, the target must make a DC20 Dexterity saving throw. If failed, the target is pinned under the mace, prone and restrained, until the Grandmaster moves or uses its mace. A pinned target may escape with a DC20 strength check.

Vengeful Rage. When hit by an attack, the Clockwork Grandmaster may use their reaction to respond to their attacker with a Petrifying Gaze attack, given the attacker is within 30ft. of the Grandmaster and can see.

Legendary Actions

The Clockwork Grandmaster has 3 Legendary actions each round. A legendary action may be used at the beginning or end of an opposing creatures turn.

Mechanical persistence (Costs 2 Actions). The Clockwork Grandmaster may take another reaction, even if they have already used their reaction this round.

Intimidating will (Costs 2 Actions). The Clockwork Grandmaster may move up to its movement speed, not triggering attacks of opportunity, ignoring effects such as the Sentinel feat.

Shifting Machinery (Costs 1 Action). The Clockwork Grandmaster begins to shift its internal machinery, obscuring the location of its more vital parts. The next attack against it has disadvantage.

Description

The Clockwork Grandmaster is a humanoid-shaped construct, built loosely in the shape of an knight clad in ornate brass armor with angelic mechanical wings and two helmed heads. Behind the eye-sockets of each head is a roaring red smokeless fire, and on the front of each of its helms are embedded a stone, red and orange respectively. Standing 32ft. tall, it is constructed of brass and copper plate, with visible clockwork machinery. In one hand, it holds a 16ft. mace, with a jet black metallic handle, a bulbous brass pommel and 8 angular striking blades of brass at the end. In its other hand it holds a 20ft. sword, with a dual edged, 15.ft blade of steel, and an ornate, brass handle. It emits the loud whirring sound of thousands of cogs when active, and is often used as a guard for immense hoards of treasure or other items of considerable value.

Lair and Lair Actions

Lair Actions

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

  • 10 Lesser Clockwork Owls sweep down from the roof, each attacking one player (ignoring players who are invisible or hidden with a stealth check of more than 20). Each Owl makes a melee attack (+10 to hit, 2d10 slashing damage), takes the disengage action and flies back to the ceiling. The Owls can, in addition to being prevented from leaving when attacking, be targeted by ranged attacks during the round. The owls have an armor class of 18 and 40 hit points. When grounded, the Owls will try to flee to the ceiling again.
  • The Gems on the Clockwork Grandmaster's heads pulse, and the ground tremors. Each player in contact with the ground must make a DC19 Dexterity saving throw or be knocked prone.
  • The vents on the ground begin to emit a steam, causing the ground to be slick. Players must either move carefully at half speed, or succeed on a DC18 Dexterity saving throw to move at full speed. On a failed save, the player moves half their movement and falls prone, taking 1d4 bludgeoning damage from the fall. The player's movement is also halved on a failed save, requiring the player to use their action if they wish to stand.
  • The vents on the ground begin to emit a thick steam. Each player must make a DC18 constitution saving throw. On a failed save, the player takes 2d8 fire damage, or half as much on a successful save. Additionally, a failed save causes the player to be blinded for the following round.

Regional Effects

The region containing a legendary Clockwork Grandmaster's lair is magically esoteric, which creates one or more of the following effects:

  • When a spell attack is cast, roll a d20. On an 11 or higher, a wild magic effect is triggered. To determine the effect, the Dungeon Master may use a table of their liking.
  • The lair of the Clockwork Grandmaster is magically veiled, rendering it is impervious to divination magic, except by use of a wish spell.

If the Clockwork Grandmaster dies, these effects fade over the course of 3d6 days.

vnx_01

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