Armor Class 16 (natural armor)
Hit Points 40 (5d8 + 10)
Speed 50 ft., Uses propellers to swim
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages understands one language of its creator but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Actions

Go Boom. Ranged Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 11 (1d10 + 3) bludgeoning damage, and if the target is Large or smaller, it is knocked prone. 3-6 turn cool down

Chomp. MeleeWeapon Attack: +4 to hit, reach 30 ft., one target. Hit: 11 (1d6 + 2) piercing damage, and if the target is Large or smaller, it is knocked prone.

Reactions

Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.

Description

Clockworks

Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.

Individual Designs

Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.

Habitat: Underwater

BabyKr4ken

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