Construct Nature. The Clockwork Boyfriend does not require Air, Food, Drink, or Sleep.
Immutable Form. The Clockwork Boyfriend is immune to any spell effect that would alter it's form.
Magic Resistance. The Clockwork Boyfriend has advantage on saving throws against spells and other magical effects.
Made of Boyfriend Material. The Clockwork Boyfriend is made of Boyfriend Material. The enchanted metals used to create these automatons is magically attracted to their construction. If a Clockwork Boyfriend is destroyed within 10ft of another Clockwork Boyfriend, the spare parts from the destroyed unit are drawn to the functional unit, providing 2d8 temporary HP.
Multiattack. The Clockwork Boyfriend makes two Buzzsaw attacks, one Hammer Fist attacks, or one "Come Give Me a Hug" attack. They may alternatively make a Big Squeeze attack if the parameters for that attack are met.
Buzzsaw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) slashing damage.
Jackhammer Fist. Melee Weapon Attack +4 to hit, reach 5ft., 1 target. Hit: 8 (1d12 + 2)
"Come Give Me A Hug". Ranged Weapon Attack: +4 to hit, range 10/20 ft., 1 target. Hit: If target creature is Large or smaller, it is restrained. Creatures restrained in this way must make a DC 12 Strength save or they are pulled 10ft toward the Clockwork Boyfriend. When a Clockwork Boyfriend has a creature restrained in this way, it may not take any action besides reeling in the creature or using Big Squeeze.
Big Squeeze. (May only be used on restrained creature within 5ft of Clockwork Boyfriend) Melee Weapon Attack: Auto-hit to restrained creatures. A creature pulled within 5ft of the Clockwork Boyfriend in this way must pass a higher DC Strength check to escape being Restrained (DC15) and takes 12 (2d8) bludgeoning damage on each of the Clockwork Boyfriends turns that it remains restrained.
Toolbox Wielder. The Clockwork Boyfriend is equipped with multiple attachments. The unit may wield one attachment at a time. It may swap between attachments as a bonus action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Piecemeal Paramore These humanoid clockworks of varied materials move with an unsettling shuddering, stuttering broken cadence. They wander about and emit pitchy, tonally warped catchphrases about doing chores, offering to cook dinner, fixing up the leak in the roof, and other stereotypical tasks that may be found appealing to a lady wanting for more in her love life. They also spout affirmations of love and care, albeit with toxic inclinations.
Though they seem to make choices about their actions, these are not made with a sentient mind, and are the result of faulty programming.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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