Armor Class 23 Divine Energy
Hit Points 1250 (11d10 + 45)
Speed 50 ft.
STR
10 (+0)
DEX
20 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws DEX +10, INT +9, CHA +11
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Blindsight 50, Truesight 10, Passive Perception 20
Languages Abyssal, Common, Elvish, Infernal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance. (3/day)  If Clockwork fails a saving throw, it can choose to succeed instead.

 


Spellcasting. Clockwork is a 15th level spellcaster. Its spellcasting ability is Charisma  spell save DC 17), +14 to hit with spell attacks. Clockwork has following sorcerer spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level ( 4 slots): Shield, Alarm

2nd Level (3 Slots):Snilloc’s Snowball Swarm

3rd Level (3 slots): Dispel Magic

4th Level (3 Slots):Blight, Summon Construct

5th Level (2 slots):Wall of Force,Freedom of Movement

 

Magic Resistance.  Clockwork has advantage on saving throws against spells and other magical effects.

Confer Alacrity. Clockwork has advantage on Initiative rolls 

Illumination. Clockworks sheds bright yellow light in a 10-foot radius and dim light for an additional 10 feet.

Actions

 Multiattack.Clockwork Can take 1 Bonus action and 1 Melee/Ranged Action Or 1 Melee action and 1 Ranged Action

Breast Fire. Ranged Spell Attack: +14 to hit, range 50/100 ft. one target. Hit: 18 Force damage (4d6+ 6). 

Clockwork Opens up his chest releasing a blast Continous of Brown demonic energy from his chest. Targets hit by this blast must make a DC:19 Con save or be sent back 20ft.

The Hands on the Clock Only Go Backwards. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (3d10+5) Piercing damage.

Clockwork Creates a Hand of a Clock from his hand and stabs the target with it. If this hits, the target must make a DC:17 Charisma save. On a failed save, the target is affected by a slow spell for the next minute. On a pass, nothing happens.

Rust Hurricane. Ranged Spell Attack: +14 to hit, range 50/100 20ft horizontal line. Hit:20 (8d4 + 6)  Acid damage.

Clockwork Releases a corrosive blast mixed with particles in the air. The Target must make a Dex Save (DC 18). On a failed save, Clockworks Charisma modifier is taken from the AC till the start of his next turn, The acidic blast chips away at the armour. On a pass, they talk half damage from the attack and their armour isn't Damaged 

Clockwork FINGER.Melee Spell Attack: +14 to hit, reach 20 ft., one target. Hit: 36 (5d12 +6) Force damage.

Clockworks Hand glows with an awesome Demonic power! Its burning grip tells him to grasp Victory. He Charges forwards and makes an attack against a target within 20ft. On a hit the target is grappled as clockwork releases a sub atomic blast of a demonic energy from his hand. Everyone within 50ft of clockwork must make a Con Save (DC:17) on a fail they take half damage, on a pass they take no damage. After taking this action, Clockwork is stunned for his next turn and the grapple against his target for this move is instantly broken

The Nameless One's Will.Ranged Spell Attack: +14 to hit, reach 100/150 ft. 5 Targets. Hit: 17 (3d8 + 6) damage.

Clockwork hand as if another will had moved it, is raised and aims a finger at five targets. It then releases a blast of dark purple lightning at them

The Last Steampunk Waltz.Melee Spell Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d10 + 6) Piercing damage.

Clockwork attacks a target with his Clock Hand. After hitting the target. He briefly stops time as a wistful waltz song starts playing in the stopped time, Clockwork does a short little waltz with the target as he relocates them anywhere within 30 feet of his current movement. Clockwork will deposit them down softly before starting time again with a small bow. The Target is left prone after this attack and unless they can see in stopped time will just feel like they teleported

A Moment in time .(6 Round Recharge)
Clockwork focuses on a single moment in time - right now - and moves about within it. Everybody within 150ft of clockwork must make a DC:21 wisdom save. On a fail, the target is locked in the stop time while clockwork is free to move. For Clockwork Objective time ceases to pass while they exist wholly within this moment, and all other creatures, objects, spells, and temporal events hang frozen. From Clockwork subjective perspective, this single moment in time seems to go on for 2 turns, during which the Clockwork can use actions and move about more or less as normal.

Clockwork jaunt through a frozen moment in time ends prematurely if any action or effect that they take or create affects another creature, or any object they wear or carry, as the effects of this perception of time at that point are no longer purely subjective. Additionally, time and space being intertwined, the effect ends if the caster moves farther than 1,000 feet away from the point in space where they began this moment in time.

If Somebody passes the save DC, They are free to move around and attack clockwork in the stopped time as if they were the only ones there and are free of the rules of Disturbing other creatures, the initiative order stays the same. Fighting a battle no others could fight...Againsts the Hands of the clock.

When Clockwork uses this ability, He can't use it again for the next six rounds.

CHANGE CLOCKWORK ONEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE (3/Long Rest) Clockwork shifts to his clockwork dragon form. He can only do this 3 times per fight and the health doesn't regenerate between forms 

The end result of all life is death (1/long rest)

Clockwork last resort, a spell he developed in his demonic youth and has not shown to even the person he trusted more than any. Can only use this when on the vurge of death as it emerges from his lost memory in a moment of desperation 

Clockwork start concentrating for 18 seconds and an ethereal clock appears floating behind you, counting down while you concentrate. During this time, you can not attack or cast spells. When this time ends, the clock strikes 12 and explodes in a 240-foot-sphere, centred on you. All creatures, other than you, must make a Constitution saving throw (DC:20). Each creature that failed the save or is a CR of 4 or less dies. Each creature that succeeds in the save takes necrotic damage equal to half of their maximum health

 If Clockwork is killed before the timer runs out, the spell runs out and will simply not happen. The clock can also be stopped with time magic 

 

 

Bonus Actions

The Hands on the Clock Only Go Foward. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (3d10+5) Piercing damage.

Clockwork Stabs himself. Inflicting 15 damage onto himself. But giving him the effects of the haste spell for the next minute. Clockwork does not suffer the exhaustion that comes using this spell

Memories of Nobody

Clockwork summons a Chain, Akin to what would be seen on a pocket watch and starts spinning it around lazily. If clockwork uses this at the start of his turn, He can't make any actions this turn or if he uses it at the end of his turn he can't make any reactions until the start of his next turn. Everybody in a 15ft vicinity must make a Charisma saving throw (DC:17). On a fail, The target is compelled to attack clockwork this turn as he continues to spin the chain. The First person to hit clockwork with a melee attack, will trigger the clockwork counter as suddenly Clockwork will jump over them in a streak of brown energy.  wrapping the attacker in the chains of Time, knocking them prone, restained and silenced as the chains snake around the entire body and over their mouth for 1 turn. and they take 2d20 Force damage. The DC to break out out these chains is a DC:21 strength or slight of hand check

 

Reactions

Time to Tip the scales. When Targeted by a ranged spell attack, Clockwork can reverse the time in that area to send the spell back towards the caster. The Target must make a DC 17 Dex Sav or take the effects and half the damage of that spell. On pass the spell misses them

 

Time is Scarce. When Targeted By a Melee or ranged attack Clockwork can make a Dexterity Check against the attack roll, If the Dexterity Check is higher than the attack roll. Clockwork will appear to disappear and reappear behind the target. If anybody can see in stopped time, They can see that its actually Clockwork just Walking behind the target in stopped time or in the case of ranged attacks, applying short-ranged teleportation in stopped time to appear behind them

Time To face the music. When targeted by melee Attack, clockwork can add 5 to is armour Class, If this attack misses, Clockwork makes an attack with his Clock hand rapier dealing 15 (3d10+5) Piercing damage. When Hitting with this attack, The target is impaled through the chest and falls prone. Starting there next turn Prone 

 

Description

Clockwork Crescendo a demon born of the shadow crypts like others mindless at first but eventually gained sentence for the better part of the years he has been serving a young vels guide till he was ripped away from him now he fights once more to reunite with whom he lost in his fleeting moments of Sentience.

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2023 11:26:48 PM
24
1
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Coming Soon
Brandedswordsman2

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