Medium Construct, Any Alignment
Armor Class 18 Plate
Hit Points 75 (7d20 + 3)
Speed 25 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +7, INT +7
Skills Athletics +8, History +8, Investigation +8
Damage Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing
Damage Immunities Slashing
Condition Immunities Grappled, Prone, Stunned, Unconscious
Senses Darkvision 50ft, Tremorsense 100ft, Passive Perception 15
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Lightning Rod. Any ranged or melee lighting damage; up to 30 hit points, targeting this creature is absorbed by the lighting rod, half of which is stored; up to 30 hit points of lighting damage can be stored; stored damage may be applied on top of, A melee attack action, using the Electrically charged bonus action.

Hulking Clockwork: Has disadvantage on stealth rolls and advantage on strength rolls

Steam Tanks: There are two steam tanks, one allows the clockwork cyborg hulk to use its reactions; the other allows it to use its bonus actions; each can be destroyed removing the ability to use the corresponding action type via heating the tanks red hot for two rounds or at the DMs discretion. 

Escape Pod: When an attack would kill the clockwork Cyborg Hulk; its escape pod flies 200ft up in six seconds and gains a flying speed of 80ft for 2d10 hours. The escape pod has 15 Hp; AC 25 as it flies up and AC 20 afterwards; it can only take the doge action or dash action.

 

Actions

Drilling Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d10 + 4) Bludgeoning damage and the target is grappled (DC 15 Strength check). Until this grapple ends, the Attack does 19 (3d10) piercing damage; the attack can only target the grappled creature and has an advantage on attack rolls to do so.

Flaming Cannonball (recharge 6). Ranged Weapon Attack: +6 to hit, range 60/120 ft., 1 target. Hit: 24  (3d10 + 8) bludgeoning damage and 11 (2d10) fire damage. If grappling something with the Drilling claw the attack can only target the grappled creature after which this action can't be used until repaired.

Pneumatic air cannon (recharge 4-6) Self line: 60 feet long and 5 feet wide, each creature in the line must make a DC 15 Constitution saving throw. A creature takes 17 (5d6) thunder damage and is knocked prone on a failed save, or half as much damage on a successful one. The Pneumatic air cannon shatters objects in the area that aren't being worn or carried; floors can be shattered, becoming difficult terrain.

Bonus Actions

Steam cloud (1/day). Area effect: releases an opaque steam cloud which heavily obscures the area for 20 feet in all horizontal directions and is 5ft tall; is susceptible to strong winds; the area is considered difficult terrain; when a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw. On a failed save, the creature takes 7 (2d6) fire damage, if successful they take half damage; the Clockwork Cyborg Hulk is unaffected by the damage.

Electrically charged: Expend all stored lighting damaged and apply it to a Melee attack action. 

Sweeping Fist: Melee Weapon: +6 to hit, reach 5ft, up to two targets within 10ft of each other. Must make a DC 16 dexterity check, if they fail they take 7 (2d6) bludgeoning and are knocked prone, if successful they take half damage and are not knocked prone. 

Reactions

Shocking Retaliation. When attacked with a conductive weapon, the clockwork Cyborg Hulk can retaliate, shocking them through the weapon for 16 (2d10 +5) lightning damage if, in water or dense steam, the attack becomes an area effect of, a 30ft sphere centred on self; the damage is halved and effects the clockwork cyborg hulk and can't be absorbed.

Spinning grip: When a creature successfully escapes from being grappled, the clockwork cyborg Hulk can fling them 20 feet to the left or right, making them take 9 (2d6 +2) bludgeoning damage.

Steam Parry: The Clockwork Cyborg Hulk adds 2 to its AC against one melee or ranged attack that would hit it.

Legendary Actions

The Clockwork Cyborg Hulk can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Clockwork Cyborg Hulk regains spent legendary actions at the start of its turn.

Cannonball! (Costs 2 Actions). The Clockwork Cyborg Hulk jumps up, landing down; causing a shock wave that passes 20ft in all directions through the ground; any creatures on the ground must make a DC 16 strength or dexterity check or be knocked prone.

Bolt Net Crossbow. Ranged Weapon Attack: +6 to hit, range 30/60 ft., 1 target. Hit: 7  (2d6) bludgeoning damage and the target is restrained (DC 10 Strength check), the net can be destroyed by sustaining a total of 10 slashing damage, ending the restraint. The crossbow itself has 15 hitpoints and is vulnerable to fire damage.

Description

A hulking 6'6''  clockwork cyborg, with squat humanoid proportions, made up of organic-looking bass cog work, forming freely moving limbs; the right arm ends in a wide claw with two rusty stained drills on the inside of both digits, in the middle of the claw is a wrought iron cannon seemingly placed inside; the left arm from the elbow turns into a large smooth cylinder, on top of which is a heavy inoperable hand like a mace, with a thumb-sized hole in the middle of its decorative fingers.

 

An escape pod is nestled inside the machine but when needed is released through the top flying 200ft up past the clouds via a rocket that is then ditched as a glider and propeller are deployed for quick long-distance flights; its shape and size is akin to a human-sized metal jar

Monster Tags: constructhumanoid

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