Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 150 (20d10 + 40)
Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws DEX +7, CON +6, WIS +4
Skills Perception +4, Stealth +7
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Understands commands given in any language but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Reconstruction. When the clockwork claw is reduced to 0 hit points, its body breaks into six pieces: two arms, two legs, a torso, and a head. Each piece is a Medium object with AC 16, 24 hit points, and immunity to psychic and poison damage. After 1d6 hours, if all pieces are still within 6 miles of each other, they all teleport to the location of the head piece and merge with it, whereupon the clockwork claw regains all its hit points and becomes active again.

Bound. The clockwork claw is magically bound to an amulet. As long as the claw and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the claw to travel to it, and the claw knows the distance and direction to the amulet. If the claw is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the claw.

Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spellcasting. The clockwork claw can cast the following spells, requiring no spell components and using Wisdom as the spellcasting ability:

At will: misty step

3/day each: invisibility (self only)

Mechanical Nature. The clockwork claw doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The clockwork claw makes two Piercing Claw attacks.

Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 11 (2d10) force damage. If the target is a creature, the clockwork claw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The clockwork claw has two claws. While an individual claw grapples a target, that claw can attack only that target.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the clockwork claw takes the Hide action.

Reactions

Deadly Reach. In response to a creature entering a space within 15 feet of it, the clockwork claw makes one Piercing Claw attack against that creature.

Description

A mechanized replication of a Boneclaw.

Previous Versions

Name Date Modified Views Adds Version Actions
8/16/2023 12:19:22 PM
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8/16/2023 12:21:56 PM
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8/16/2023 12:25:34 PM
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Habitat: ArcticDesertUrban

THISISWHATFUNIS

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