Huge Construct, Any Alignment
Armor Class 21 Natural Armor
Hit Points 171 (16d12 + 80)
Speed 30 ft.
STR
22 (+6)
DEX
11 (+0)
CON
20 (+5)
INT
15 (+2)
WIS
11 (+0)
CHA
14 (+2)
Damage Resistances Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120ft., Passive Perception 10
Languages Language of its creator
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Adaptive Armor At the start of its turns, the juggernaut can choose to grant itself resistance to that damage type. It retains this resistance until it uses this feature again.

Adamantine Blows The clockwork juggernaut's attacks count as magical for the purpose of overcoming resistance.

Clockwork Heart When the clockwork juggernaut is reduced to 0 hit points, it can make a DC 10 Constitution saving throw regaining 1 hit point on a success. For each success, the DC increases by 5. The DC resets after a long or short rest.

Construct Nature The clockwork juggernaut does not need to eat, breath, or sleep

False Appearance While motionless, the clockwork juggernaut is indistinguishable from a statue.

Immutable Form The clockwork juggernaut is immune to any effects or magic that would alter its form.

Internal Clock The clockwork juggernaut has advantage on initiative checks.

Rewind(Recharge 5-6) The clockwork juggernaut can take an additional turn at initiative count -10 (minimum of 1) for one round.

Siege Monster The clockwork juggernaut deals double damage to buildings and objects.

Shed Armor When the clockwork juggernaut starts its turn below half its hitpoint maximum, its AC is reduced by 3 and it cannot benefit from its Thick Plating feature.

Thick Plating The clockwork juggernaut can reduce damage taken by 10.

Actions

Multiattack. The clockwork juggernaut can make four attacks on its turn. TOne with its Vice Claw, Whirling Saws, Siege Hammer, and Quad Cannon.

Vice Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 24(4d8 + 6) bludgeoning damage. Upon a hit, a Large or smaller creature is grappled and restrained (escape DC 20). The clockwork juggernaut can only grapple and restrain one creature at a time in this manner.

For the duration of the grapple, it cannot make a vice claw attack against another creature, but can use its bonus action to make a melee weapon attack against a grappled creature.

Whirling Saw. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 26(8d4 + 6) slashing damage. If this attack has advantage, it deals an additional 10(4d4) slashing damage.

Siege Hammer. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 24(4d8 + 6) bludgeoning damage. On a hit, the target must succeed a DC 18 Strength saving throw or be knocked back 10ft. and fall prone.

Quad Cannon. Ranged Weapon Attack: +12 to hit, range 120/300 ft., 1 target. Hit: 32(4d10 + 6) piercing damage. If this attack deals a critical hit, it can triple the damage die.

Reactions

Reactive. The clockwork juggernaut can take a reaction at the end of each of its turns.

Counterstrike When the clockwork juggernaut takes damage, it can make a weapon attack against its attackers.

Description

The clockwork juggernaut is a construct that is mechanical in nature. Crafted by Axiom's arcanamancers, these creatures generally obey the commands of their creators, although they are known to go rogue on occasion. The juggernauts were used for sieges or to defend against large attackers.

This creature was taken WITH PERMISSION from reddit user SonixverseLabs' book Expanded Clockworks.

Previous Versions

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