Large Construct, Typically Lawful Evil
Armor Class 18 (natural armor)
Hit Points 60 (8d6 + 32)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +4, WIS +4
Skills Perception +6
Damage Immunities Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Thri-kreen, Ziklight
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

Unusual Nature. The horror doesn’t require air, food, drink, or sleep.

  • Immutable Form. The soldier is immune to any spell or effect that would alter its form.
  • Intimidating Legions. A single clockwork soldier’s rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.
  • Magic Resistance. The soldier has advantage on saving throws against spells and other magical effects.
  • the clock work soldier cannot attack witth it's hand attachement, but it can grabe ennemie, in a similar fashion, it cannot grabe with it's long sword attachment, but it can attack
  • armored front: the soldier cannot take damage from front attack due to a strong armor, attack from the back and damage cause by attack with a blast radius cause the player to make an int or str saving trow, if this saving throw is higher than 16 the soldier take double damage, otherwise it get one of the rollable (d6) folowing effect :
    • clockwork furry: the soldier can now use overdrive furry without stoping for one turn or recharging, but the targuet can now be any one
    • pressure overflow: the clockwork soldier get gain one more action every turn, after six turn, it blows up damaging every one in a 10 foot radius with 1d10 fire damage
    • wickened system: overdrive furry now work like a normal action, concidering ac, sword attachment now can be targeted, disharming the soldier (ac 18) , if not destroyed after 5 turn, the  soldier will call for back up, afer 3 turn, an other clockwork soldier join the fight
    • targeting system failure : the clockwork soldier target one player and will not pay attention to the other until that player is dead, even if the other player attack it, when the targueted player is dead, the clockwork soldier will taguet an other one and repeat this cicle
    • system overclocking : the clockwork soldier skip a turn after every attack, but each attack now deals double it's normal amount of damage
    • gear realignment: the clockwork soldiier heal 5 hit point and return to its usual beheaviour 

 

Actions

Multiattack. The soldier makes two long sword attack.

long sword attachment. the soldier strike an enemi with it's long sword  for 4d6

Overdrive Flurry (Recharge 6). The soldier stop moving for one turn, on the next turn, it move 10 feet in any directions and  makes four long sword attacks on the clossest enemie targuet . this action hit no matter the ac of the enemis as long as it is in range

Bonus Actions

four armed construct:  the soldier can targuet two player at once if it does not use multi attack or overdrive furry and it's four sword are deployed

perfectly timed mechanism : the soldier can deploy or retract it's 4 longs swords idividualy, in groups of 2 or all together

Reactions

if a enemie tries toget behind the clockwork soldier, it has to move in a 15 foot radius arch around it, if the ennemie get any closer, the clock worck soldier get an attack opportunity 

eins_oall_goons

Comments

Posts Quoted:
Reply
Clear All Quotes