Medium Construct, Unaligned
Armor Class 16 Natural
Hit Points 52 (8d8 + 21)
Speed 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +6, CON +5
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft, Passive Perception 10
Languages Understands the language of its creator but can not speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

False Appearance. While the Clockwork Brawler remains motionless, it appears as a lifeless statue. 

Magical Resistance. The Clockwork Brawler has advantage on saving throws against spells and other magical effects.

Actions

Mutiattack. The Clockwork Brawler has 2 slam attacks or one warhammer attack.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  6 (3d4), bludgeoning damage. 

Warhammer. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit:  8 (1D10+2), bludgeoning damage.

Elemental Strike. With each attack made by the Clockwork Brawler, roll a D6 and add the damage type and a D8 of damage.

  1. Fire
  2. Cold
  3. Acid
  4. Poison
  5. Lighting
  6. None
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Clockwork Brawlers were marvels of invention when first created. Some say it was the dwarves, other say it was the gods to guard their temples. No matter who their creators were, these constructs have been the bane of thieves for centuries. Each of the Clockwork Brawler has a special device installed on the hand or in the weapon they carry. When a Clockwork Brawler attacks this device activates, it applies an additional elemental attack to each hit.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Shadowknight0914

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