Medium Construct, Any Alignment
Armor Class 10 Natural
Hit Points 38 (5d8 + 15)
Speed 30 ft.
STR
19 (+4)
DEX
6 (-2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
3 (-4)
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft, Passive Perception 10
Languages None, but understands the languages of its creator.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Mechanical Skeleton. Once the clockwork reaches half health, its AC increases to 17

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Clockwork Nexus. The Clockwork Zombie can trade its place in the initiative order with any other allied creature with the Clockwork Nexus trait.

Actions

Multiattack. The Clockwork Zombie makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage. 

Tazer Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 2) lightning damage and the target must then succeed a DC 12 Constitution saving throw or be stunned until the end of the target's next turn.

Description

A metal skeleton infused with magical electricity and inserted into a dead body, in order to animate it.

Previous Versions

Name Date Modified Views Adds Version Actions
5/31/2019 8:50:38 PM
79
2
1
Coming Soon
RivalKleenex

Comments

Posts Quoted:
Reply
Clear All Quotes