Large Construct, Any Alignment
Armor Class 15 Natural Armor
Hit Points 90 (12d10 + 24)
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
15 (+2)
WIS
11 (+0)
CHA
14 (+2)
Damage Resistances Lightning, Necrotic
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 10
Languages Language of creator
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Assimilator's Unity Creatures charmed by the clockwork assimilator has advantage on attack rolls and saving throws as long as it is within 60ft. of the clockwork assimilator.

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

Construct Nature The clockwork assimilator does notneed to eat, breathe, or sleep

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

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

Internal Clock The clockwork assimilator has advantageon initiative checks.

Magic Resistance The clockwork assimilator has advantage on saving throws against spells and magica leffects.

Actions

Multiattack. The clockwork exterminator can make three attacks, two with its forelegs and one with its choice of its Lightning Ray or or Assimilator Beam

Foreleg Melee Weapon Attack, +7 to hit, reach 5ft, one target. Hit: 14 (2d10+3) piercing damage.

Lightning Ray Creatures in a 120ft. long and 10ft. wide line must succeed a DC 13 Dexterity saving throw. On a failed saving throw, creatures take 17 (3d10) force damage + 17 (3d10) lightning damage and half as much on a successful saving throw.

Assimilator Ray One construct the assimilator can see within 30 feet of it must succeed on a DC 13Intelligence saving throw or be magically charmed(even if it is immune to being charmed).

The charmed target obeys the assimilator's verbal or telepathic commands which it can convey as long as they are on the same plane of existence.

If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this assimilator's Assimilation Ray for the next 24 hours.

The assimilator can have only six constructs charmed at a time. If it charms another, the effect on one of the previous targets ends. If the assimilator is destroyed, the charm on these constructs immediately ends.

Bonus Actions

Command The clockwork assimilator can command a construct under its control to use its reaction to move up to its movement speed and make a single melee or ranged attack against a creature of its choice in range.

Reactions

Retaliatation When the clockwork assimilator takes damage, it can use its reaction to command a construct under its control to make a melee or ranged attack against the creature that damaged it if it is in range.

Description

Clockwork assimilator is a rare type of clockwork that has the ability to take control of other constructs. Thanks to its advanced design, it is able to override the commands of other constructs, binding it to its will. Although clockwork assimilators were initially designed as a countermeasure against enemy constructs, assimilators are much more likely to go rogue, forming their own directives.
If not controlled or monitored closely, assimilators can easily take over a network of constructs, resulting in an automated rebellion. In such uprisings, clockwork assimilators seek to replicate and design copies of themselves to further expanded their hive mind network.

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

Previous Versions

Name Date Modified Views Adds Version Actions
3/2/2023 4:52:12 PM
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Coming Soon
ChexWD

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