Small Construct (Goblinoid), Unaligned
Armor Class 16 natural armor
Hit Points 18 (4d8)
Speed 25 ft., Climb 15 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
6 (-2)
Skills Stealth +3
Damage Vulnerabilities Lightning
Damage Resistances Cold
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Passive Perception 10
Languages Common, Infernal Clockwork
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Agile Crew. Clockwork goblem raider are built to skillfully raid sky isle settlements from their skyships. They can climb any vertical surface, mast, rigging, or sails without needing to make an ability check in anything less than whole gale force winds (Beaufort 10).

Clockwork. This creature has the Clockwork trait.

Clockwork Mind.  Clockwork crew can be controlled as an action by entities with "Command Clockwork" action.

Obedient-ish. Despite their constructed being, clockwork goblems are imbued with a chaotic intelligence. As such, clockwork goblems are imbued with enough independence of thought that they can adapt to the roiling circumstances of sky isle navigation and battle. They can act independently of their brutal masters and still possess enough self-awareness to duck and cover when a fight goes awry. Clockwork goblems reduced below half hit points will attempt to disengage and find cover to focus on ranged attacks. 

Clockwork Code. This language is an intricate combination of clicks, grinding gears, whistles, and whirring metal understood by Clockwork constructs.

Mistvision. This creature can see normally through fog, mist, or clouds up to 120 feet.

Actions

Wild Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend your actions for one round to become Invisible to normal sight. This ends if you take any action or make any noise. You can be detected by other natural senses and magical means.

Dagger. Melee Weapon Attack: +, reach 5ft, one target. Hit: 3 (1d4) piercing damage. 

-and-

Cutlass. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Finesse, Light. Thrown (range 20/60).

-or-

Spear. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage. Thrown (range 20/60), Versatile (1d8)

-and-

 

Crossbow, Light. Ranged Weapon Attack: +2, range 80/320, one target. Hit: 4 (1d8) piercing damage. Ammunition. Loading. Ranged (80/320), Two-handed.

Description

Forged in unknown foundries and powered with arcane magic, these mechanical raiders plague the sky isles of Seorsus with their depredations. Despite their diminutive size and goblinoid appearance, they are a force with which to be reckoned. Their eyes glow with the pale blue of electricity as they swing from their frigates onto hapless skyships of explorers and merchants. 

While they stand no more than 3 feet tall, they can  be a formidable foe as they lay wait in ambush in the dense forests and craggy mountains of the sky isles.. Clad in a variety of rags and camouflaging cloaks , clockwork goblem raiders embrace their roles as a scourge upon the settlements of the sky isles.

Clockwork goblem raiders will attack with the ferocity driven by a gestalt controlling force but do have individualized consciousnesses that make them somewhat erratic. They will freely engage in melee combat and raids while fully functional but tend to retreat when damaged, that is until their betters drive them back into the fray to conquer and pillage. Individually they can be a menace to many civilian passengers. As a mob or crew, even the heartiest adventurers meet their doom. 

Monster Tags: construct

Speki_the_Wise

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