Medium Construct, Neutral
Armor Class 18 (natural armor)
Hit Points 195 (20d8 + 100)
Speed 60 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
24 (+7)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +10, INT +14, WIS +9
Skills Acrobatics +6, Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 60 ft., Passive Perception 18
Languages Common plus the languages it knew before transforming into a construct
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Mind and body. a destroyed Clockwork Lich's is transferred into a new body in 1d4 days, regaining all its hit points, only if there was an available body and neither the Transfer crystal cell or the back up body weren't destroyed 

Spellcasting. The Clockwork Lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, booming blade, mending

1st level (4 slots): detect magic, burning hands, grease, thunderwave

2nd level (3 slots): continual flame, darkness, invisibility, mirror image

3rd level (3 slots): slow, counterspell, dispel magic, fireball

4th level (3 slots): freedom of movement, dimension door

5th level (3 slots): far step, animate objects

6th level (2 slot): disintegrate, globe of invulnerability

7th level (1 slot): reverse gravity, plane shift

8th level (1 slot): incendiary cloud, Abi-Dalzim’s Horrid Wilting

9th level (1 slot): time stop

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

Magic Weapons. The Clockwork Lich’s weapon attacks are magical.

Repairable. As long as it has at least 1 hit point remaining, the Clockwork Lich regains 5 hit point when a mending spell is cast on it.

Sure-Footed. The Clockwork Lich has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Immutable Form. The Clockwork Lich is immune to any spell or effect that would alter its form.

Actions

Multiattack. The Clockwork Lich makes three attacks: two claw attacks and one with its jolting grasp.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Jolting Grasp. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) shock damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Parry. The Clockwork Lich adds 2 to its AC against one melee attack that would hit it. To do so, the Clockwork Lich must see the attacker.

Legendary Actions

The Clockwork Lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Clockwork Lich regains spent legendary actions at the start of its turn.

Cantrip. The Clockwork Lich casts a cantrip.

Jolting grasp (Costs 2 Actions). The Clockwork Lich uses its jolting grasp.

Flash of light (Costs 2 Actions). The Clockwork Lich fixes its gaze on one creature it can see within 10 feet of it. A flash of light blinds the target unless the target succeed on a DC 18 Dexterity saving throw against it or become blinded for 2 turns. If a target's saving throw is successful, it's not affected by the flash of light.

Overcharge (Costs 3 Actions). Each living creature within 20 feet of the Clockwork Lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Clockwork Lich’s Lair.

A Clockwork Lich is a magical construct created by a powerful wizard inventor durnig his llife. Composed predominantly of lightweight sturdy metals and powered by magic, it is usually created by wizard inventor that didn't want to give up on their life's work, or would like to uncover more of the scientific mysteries of the world, and some may been obsessed with the plane of Mechanus and sought to transcend above their mortal form. When the wizard decides on transferring his consciousness to the Clockwork construct, he has to perform a scientific ritual involving the extraction of the wizard's consciousness from his original body into a magical device, the transferal crystal cell, and from the device into the construct's body, the wizard usually creates multiple bodies, just to be safe, in case the first one gets destroyed. the magical device acts as a phylactery which allows the wizard's consciousness to be stored in it, and has to be done daily. if the body is destroyed, it signals the device to copy the wizard's consciousness into a new Clockwork construct. the Clockwork Lich's body is usually having 3, 4, or more upper limbs in order to complete their work and researches faster. 

Mechanical Nimbleness. A Clockwork Lich is very nimble as it's name suggests and is very hard to hit, it moves are precise and claculated, it is using dodges and parries to avoid damage while deftly skewering its foes.

Constructed Nature. A Clockwork Lich doesn’t require air, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a Clockwork Lich reduced to 0 hit points is permanently destroyed.

A Clockwork Lich often makes it lair in it's workshop, such as a lonely tower, a forgotten ruin, an academy or a secret basement. Alternatively, some Clockwork Lich construct secret hideouts filled with powerful guardians, contraptions, and traps.

Everything about a Clockwork Lich’s lair reflects its keen mind and innovative nature, including the magic and traps that secure it. Constructs, as a work force, and elementals that power his contraptions, both will try to destroy those who dare to disturb the Clockwork Lich’s work.

A Clockwork Lich might agree to negotiate with adventurers, only by being impressed by their ability to overcome his  traps and minions, even hiring them to test his new inventions, or fetching parts for him. usually a Clockwork Lich is unpredictable and tend to be of any neutral alignment(TN, NG, NE, CN, LN).

A Clockwork Lich encountered in its lair has a challenge rating of 23 (50,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the Clockwork Lich can take a lair action to cause one of the following magical effects; the Clockwork Lich can’t use the same effect two rounds in a row:

  • The Clockwork Lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The Clockwork Lich calls forth a construct in his disposal, This construct charges at the enemies that the Clockwork Lich can see within 60 feet of it. The targets must succeed on a DC 16 Dexterity saving throw, taking 30 (10d6) fire damage on a failed save, or half as much damage on a success. The construct explodes in a radius of 10 feet, destroying itself in the process.
  • Stunning sound (Recharge 5–6). The Clockwork Lich emits a high pitched sound in a 40-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 21 (5d8) thunder damage, drops everything it’s holding, and is paralyzed  for 1 minute. On a successful save, a creature takes half as much damage. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Knjazelfeder

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