Medium Construct, Unaligned
Armor Class 18 Natural armor
Hit Points 60 (8d8 + 24)
Speed 40 ft.
STR
12 (+1)
DEX
18 (+4)
CON
17 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +7
Skills Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Truesight 120 ft, Passive Perception 12
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The clockwork assassin has advantage on saving throws against spells and other magical effects.

Magical Weapons. The clockwork assassin's weapon attacks are magical.

Disintegration. If the clockwork assassin dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Fancy Footwork. The clockwork assassin can land strikes and then slip away without reprisal. If it makes a melee attack against a creature, that creature can't make opportunity attacks against the assassin for the rest of its turn.

Actions

Multiattack. The clockwork assassin makes five short sword attacks.

Short sword attack. Melee Weapon Attack: +6 to hit, reach 5 ft., five targets. Hit: 7 (1d6 + 4) slashing damage. 

Bonus Actions

Paralysis Gas (Recharge 5-6). The clockwork assassin exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Parry. The clockwork assassin adds 2 to its AC against one melee attacks that would hit it. To do so, the clockwork assassin must see the attacker and be wielding a melee weapon.

Monster Tags: construct

ashuraRen

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