Large Construct, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Fly 60 ft.
STR
19 (+4)
DEX
11 (+0)
CON
19 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws WIS +5
Skills Perception +8
Damage Vulnerabilities Acid, Cold
Damage Resistances Fire
Damage Immunities Lightning, Psychic
Senses Darkvision 60 ft., Passive Perception 18
Languages Understands Dwarvish but can't speak it
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Multiattack. The cuckoo makes dual attacks: one with its bite and one with its claws. When its fire breath is available, it can use the breath in place of its bite or claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5–6). The Cuckoo exhales Steam in a 15-­-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Resistance (3/Day). If the Construct fails a saving throw, it can choose to succeed instead.

Description

A Clockwork Cuckoo a large construct that feeds off of those practicing Dunamancy, Locks it prey within a small labyrinth trapping them in a time-loop. It likes to hide in the center waiting for its prey attacking with its fiery breath.

Lair and Lair Actions

A strong wind blows around the creature. Each target within 60 feet of the creature must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the creature and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.

Habitat: Urban

SirGlum

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