Hardened Metal. The Combatant is made from hardened metals that provide outstanding physical defense.
Spellcasting. The Combatant cannot cast spells.
Random Actions. The Combatant's actions are determined by a 1d20, roll twice per turn.
1-5 'The Little Hands'. Ranged Weapon Attack: +4 to hit, reach 50 ft., 1 target. Hit: 4 (1d4 + 2) [piercing] damage. The body of the Combatant fires 4 darts. Roll for each dart.
6-10 'Sweeping'. Melee Weapon Attack: +6 to hit, reach 5 ft. in 360° circle, multiple targets. Hit: 12 (2d6 + 4) [Bludgeon] damage. The Combatant quickly rotates it's legs in a clockwise direction striking all characters in a 360° degree circle within range.
11-15 'The Big Hands'. Melee Weapon Attack: +6 to hit, range 5ft., 1 target. Hit: 20 (4d6 + 4) [bludgeoning] damage. The Combatant raises it's arms and delivers a powerful 2-handed smashing attack against 1 target within range. The Target must make a DC 12 vs Con to resist being struck prone.
16-18 'Time Travel'. Melee Weapon Attack: Range 50ft. path forward, multiple targets. Hit: 16 (2d8 + 4) [bludgeoning] damage.The Combatant charges recklessly forward up to 50 ft. and strikes any character(s) or object(s) within an 8 ft. width of it. Characters must make a DC 15 vs Dex to avoid the charge. While charging the Combatant will destroy smaller objects on contact, larger objects or surfaces will cause the Combatant to take 8 (2d6) bludgeon damage. The DM may choose which objects will be destroyed or cause damage, they may also determine if an object is more likely to inflict other damage types, like piercing, that the Combatant may resist. Characters struck by the Combatant must make a DC 12 vs Con to resist being struck prone. If the Combatant strikes a solid surface and takes damage the DM may choose to reset all instances of 'Wind Up' accumulated thus far.
19-20 'Wind Up'. The Combatant stops moving and begins revving it's inner workings. The gears spin and whirl with increased speed causing the combatant to gain an extra attack henceforth. If the Combatant 'winds up' 3 times without resetting it will exceed it's energy capacity and use Out of Time.
Out of Time. Ranged Weapon Attack: 30ft sphere, multiple targets, Hit: 12 (3d6) [piercing] damage. The Combatant begins to shake violently as the servos and gears spin out of control. After 6 seconds of violent shaking the Combatant explodes sending shrapnel flying in all directions. Characters must either dash to safety or attempt a DC 15 against sheer luck to fortuitously avoid all projectiles. This DC roll cannot be modified in any way.
Dangerous Countermeasures. The Combatant responds to threatening events with dangerous swiftness. If a player scores a critical against the Combatant it will use it's reaction to use Time Travel in the direction of the attacker. (Recharge: 2 rounds)
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
The Clockwork Combatant differs from many clockwork creations as it was built with the sole purpose of combat and not designed to look like anything in particular. The lower body consists of a metal sphere with 4 protruding legs of reinforced metal. The upper body looks like a large metal egg with 2 long arms extending from the shoulder area. The head is a collection of lights and sensors housed within a metal container shaped like the top of a mushroom and surrounded by thick metallic looking mesh. Through various gaps, screens and vents you can see the plethora of gears and gizmos that give this construct life.
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Posted Aug 15, 2018My first creation for a custom campaign and I would love feedback about it regarding anything that seems out of place, OP, UP, appropriateness of the CR etc. Thanks!