Huge Construct, Unaligned
Armor Class 17 Natural
Hit Points 27 (3d12 + 6)
Speed 50 ft.
STR
18 (+4)
DEX
2 (-4)
CON
15 (+2)
INT
5 (-3)
WIS
8 (-1)
CHA
3 (-4)
Damage Vulnerabilities Cold, Lightning
Damage Resistances Bludgeoning from non magical attacks
Damage Immunities Necrotic, Poison, Psychic
Senses Tremorsense, Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Wind-Up: At the end of every turn, the automaton winds itself up to power itself. This triggers the reactions of all adjacent creatures, if the automaton is hit during this, make a DC15 con save, upon failure the automaton cannot finish winding itself up. If it fails to wind up three times in a row, it powers down.

Actions

Repairs: The automaton takes it's whole turn to repair itself and heal 2d8 hp. This makes it impossible to wind-up that turn.

Wind This: The automaton removes the handle portion of it's winding mechanism and slams it into the ground at the nearest opponent. This does 3d4 +2 bludgeoning damage. The automaton also suffers 2d4 damage from this.

Wrong Type of Hot Spring: A red hot coiled spring launches from a random location on the automatons body. Upon hitting a creature, this coil does 1d4 fire damage and 2d6 slashing damage. The automaton also suffers 1d4 damage from this.

Steamy Time: The vent upon the automatons stomach opens and pressurized steam pours out in a 15ft cone. All creatures within the cone must make a DC12 dex save or suffer full damage. This attack does 3d6 fire damage, or half that on a successful save.

Gettin Handsy: The automaton removes the hands from the rear clockface of it's head and uses them as swords. It slashes twice, doing 2d6 slashing damage per successful hit.

Description

A fifteen foot tall bronze automaton with a vent on it's stomach. It's head is made up of a four-sided clock, with elongated and sharpened hands on the rear face. It's arms and legs are powered by hydraulic and steam mechanisms. The whole automaton is powered minimally by magic (only granting it's sentience) and is mostly powered via the winding mechanism on it's back.

Lair and Lair Actions

A large room with periodically placed vents along the floor, several dozen clocks lining the walls, and bronze piping between each clock reaching far up beyond sight.

Lair Actions

On initiative count 0 (losing initiative ties), the Clock Automaton takes a lair action to cause one of the following effects; the Clock Automaton can’t use the same effect two rounds in a row:

  • The vents along the floor open up, allowing steam to pour out of them. This heavily obscures the vision of all creatures (aside from the automaton) within the room for one round.
  • All the clocks in the room chime at once, the loud noise of dozens of clocks strains the ears of those within the room. All creatures within the room must make a DC12 con save or act as stunned for one round.
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