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: Absorption. The clockwork hound has a specification given to it upon creation. If a spell or magical effect would hit it's master, the hound absorbs the effect, taking half the damage if it would deal damage, or no damage on a successful save. Upon absorbing an effect or countering/dispelling a spell, it increases the damage of it's ball lightning attack by 1d12 + 1.
Innate Spellcasting. The clockwork hound’s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
3/day each: counterspell, dispel magic
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 + 1) 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.
Siphon Magic. The clockwork hound chooses a target currently affected with some form of spell or magical effect. It rolls an Intelligence check against that target's spell attack. If the clockwork hound rolls higher, the spell or effect ends on that target and the hound increases it's ball lightning attack by 2d12 + 2.
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.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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