Large Construct, Neutral
Armor Class 20 Natural Armor
Hit Points 178 (17d12 + 68)
Speed 20 ft., Swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (-1)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +9, CON +9
Skills Athletics +12
Damage Resistances Cold, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Psychic
Senses Tremorsense 60 ft, Passive Perception 10
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Pressure Sensitivity.  While underwater, the Clockwork Salvager's tremorsense extends in all directions, allowing it to sense changes in currents and vibrations in the water.  It can sense the size and number of creatures around it.

Amphibious.  The Clockwork Salvager can breathe both in both air and water.

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

 

Actions

Multiattack. The Clockwork Salvager makes three slam attacks or one slam attack and one harpoon attack.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 24 (3d8 + 10) bludgeoning damage. 

Harpoon. Ranged Weapon Attack: +9 to hit, range 90/250 ft., 1 target. Hit: 21 (2d10 + 10) piercing damage.  The target must pass a DC 15 Strength check or be grappled.  

Bonus Actions

Reel.  The Clockwork Salvager may use a bonus action to pull a grappled creature 10 feet closer to itself.

Reactions

Heavy.  The Clockwork Salvager can use its reaction to impose disadvantage on any attack that would force it to move.  If the Clockwork Salvager must make a check or saving throw, it may use this reaction to give itself advantage.

 

 

Canon_Caufield

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