Small Construct (Metallic), Any Lawful Alignment
Armor Class 15 Natural Armor
Hit Points 94 (8d10 + 54)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
9 (-1)
WIS
15 (+2)
CHA
5 (-3)
Saving Throws DEX +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Passive Perception 13
Languages Understands the languages of its creator but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Delay. When damage is dealt to the Chronomantic Contraption, the Contraption doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as any status or movement effects. Only the damage is delayed.

Immutable Form. The Chronomantic Contraption is immune to any spell or effect that would alter its form.

Actions

Multiattack. The Chronomantic Contraption can use either its Time-Infused Gears, or make two Slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Time-Infused Gears. The Chronomantic Contraption spins its time-infused gears, altering time near it. It can’t affect itself with its gears. When activating its time-infused gears, it uses one of the following:

    • Energizing Haste. The Chronomantic Contraption releases mild electricity into a creature the Contraption can see within 30 feet of it. The target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target’s choice) until the end of its next turn. This ability can be used once per Long Rest.

    • Slowing Gas. The Chronomantic Contraption releases a slowing gas, affecting up to one creature it can see within 20 feet of it. The target must make a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target’s next turn. This ability can be used once per Long Rest.

    • Stasis (Recharge 6). The Chronomantic Contraption stops time for one creature it can see within 30 feet of it. The target must succeed on a DC 14 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn’t transformed into an inanimate substance and its weight doesn’t increase.
Reactions
  • Alter Timeline. When a friendly creature within 15 feet of the Chronomantic Contraption takes damage, the enhancer can modify time to protect the creature, forcing the enemy to re-roll all damage die that aren't already 1's.

Description

A small clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak.

Chronomantic Contraption are constructed companions made by powerful spellcasters specializing in time-altering magic. These Contraptions are protective guardians of their masters and powerful tools the spellcasters can utilize.

Time Construct. A Chronomantic Contraption resembles a small clock with its inner workings clearly visible. It has four beetle-like legs and two arms with pincers for hands. Intricate rune-like markings and glowing blue gems sparkle throughout the Contraption’s interior. These magical runes allow the Chronomantic Contraption to alter time around it in minor ways, aiding allies and hindering foes.

Construct Nature. The Chronomantic Contraption doesn’t require air, food, drink, or sleep.

Monster Tags: construct

Zilcar

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