Temporal Confluence. Any creature that comes within a two mile sphere of the Clocktower Overseer becomes trapped in a time loop if they remain within the sphere of influence for 24 hours.
Clocktower Overseer can make three attacks per turn.
Temporal Blink. As an action, the Clocktower Overseer can teleport to a position it previously resided in within the last two minutes regardless of whether that space is occupied or not. If it is occupied, the creature within it must make a DC17 Strength saving throw or take 3d12 bludgeoning damage and be forced to move 10 feet in a random direction and be knocked prone on a failed save. On a successful save, the creature does not take any damage, but is still launched and knocked prone.
Hammer. Melee Weapon Attack: +3 to hit, reach 30 ft., 1 target. Hit: (5d12 + 10) Bludgeoning damage.
Enter the description for how legendary actions work for your monster here.
Summon Clockwork Golem (Costs 2 Actions). The Clocktower Overseer can summon 1 Clockwork Golem to fight along side it. Clockwork Golems have the same stats as iron golems, but they are doubly vulnerable to acid damage.
Description
The Clocktower Overseer is the guardian of the southernmost curse zone of Malumrath. It was once simply the protector of the city it stood over, while being the pinnacle of the dwarvish clockwork of the second era. While it previously was purposed as the crown timepiece of the city, and a mechanized protector in case of attack, it was perverted by Malum in order to punish the southern capital of the Malumus Empire for refusing to follow his godlike rule.
Inside the head of the Overseer is a gem that exudes the curse over an approximate 120 mile sphere, however the time loop only occurs in the innermost 2 miles. Killing the Overseer temporarily ends the time loop.
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