Medium Construct, Any Alignment
Armor Class 18 natural armor
Hit Points 216 (12d12 + 72)
Speed 60 ft.
STR
20 (+5)
DEX
10 (+0)
CON
22 (+6)
INT
12 (+1)
WIS
12 (+1)
CHA
2 (-4)
Saving Throws STR +8, WIS +4
Skills Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Poisoned, Unconscious
Senses Blindsight 15 ft., Darkvision 120 ft., can see in magical and nonmagical darkness, Passive Perception 17
Languages Common understands the languages of its creator, but can't speak.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Clockwork Body. The clockwork hound does not need to eat, breathe, or sleep.

Immutable Form. The clockwork hound cannot have it's body changed by a spell or magic effect.

Short Circuit. If the clockwork hound takes lightning damage, it cannot cast it's spell or activate it's special action until the start of it's next turn.

Automatic Shutdown. If the clockwork hound is put under the effect of a charm spell that would force it to harm it's master, it instead goes into a shutdown state, becoming incapacitated. While in this state, it has advantage on the save against the charm effect.

Specification: Defender. The clockwork hound has a specification given to it upon creation. While within 5 feet of it's master, the master has an AC equivalent to the hound. If a non-spell attack or effect would effect it's master, the hound instead takes that effect or attack.

Innate Spellcasting. The clockwork hound’s innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:

3/day: shield

Actions

Multiattack. The clockwork hound makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. On a hit, the target must make a DC 16 Strength saving throw, becoming grappled on a failed save.

Ball Lightning. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 7 (1d12) lightning damage.

Rev. If the clockwork hound has a target grappled from it's bite attack, it can forgo the second bite attack in order to rev it's chainsaw-like teeth. This attack automatically deals 3d10 slashing damage and does not need an attack roll.

Shield Spread. The clockwork hound can choose to cast the shield spell as an action, then spread the bonus to the rest of the hounds in it's pack until the start of it's next turn.

Screech (Recharge 6). The clockwork hound unleashes a powerful screech. All non-construct creatures within 20 feet of the hound must make a DC 15 Constitution saving throw, taking 2d6 thunder damage and becoming stunned on a failed save. If the creature succeeds, it takes half damage and is not stunned.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SelunesAngel8451

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